mirror of https://github.com/bsnes-emu/bsnes.git
135 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 0ea17abfea |
Update to v106r15 release.
byuu says: Changelog: - Super Game Boy: fixed loading of boot ROM - hiro: added ComboEdit::setEditable(bool = true); - tomoko: added new systems settings panel Note!!: this release will not compile on Windows or macOS due to the missing ComboEdit control! I'll try to merge in hex's implementation for the Windows release here soon. macOS users will probably be out of luck for a while, sorry. The new systems panel is an idea I've been meaning to implement for quite a while, but finally got around to starting on it. It's still fairly unpolished, but the basic idea is there for Linux/BSD users to try out now. So imagine the Super Game Boy, BS-X Satellaview, Sufami Turbo, and the associated BS Memory Pack-slotted SNES cartridges. To play any of those, you needed to choose Nintendo→Super Famicom, and then select the relevant cartridge, and then select any slotted cartridges to play with it. This was acceptable-ish, if not ideal. But now imagine in the future if we wanted to support the Famicom Disk System, which is technically a cartridge that plugs into the Famicom deck. Or the PC Engine CD, which has one of three special HuCards that must be inserted (ignoring the Turbo Duo where it's built-in—I'm going to be emulating the Super CD as if you're using a stock PCE CD.) Or the Mega CD, where there are probably a half dozen or more BIOS + hardware revisions that are region-specific, which connect to an expansion port that is identical to the cartridge port save for the Mega Drive seeing an I/O register bit toggled here. In all of these cases, it's going to be a real pain to have to choose the 'BIOS' every time you want to play a game for them. I can't distribute these BIOSes with higan due to copyright restrictions, and trying to ship dummy folders for every possible combination would become quite odious, and difficult for people to use (compare to setting up the Game Boy Advance system BIOS.) And so I've created the new systems settings panel. Here, you can manage a list of systems that show up under the higan library menu (now renamed to “System”), where each entry contains name, boot, and hidden parameters. The name parameter is what shows up in the system menu. You can call any system higan emulates whatever you like here. Don't like “Super Famicom”? Change it to “SNES”, then. The boot parameter is a combo edit with a dropdown for all of the systems higan emulates. If you choose one of these, then the higan system menu option will work exactly like in previous releases, and prompt you for a cartridge. But if you choose the browse button next to the combo edit control, you'll get to pick any gamepak from the higan library of your choosing. So you could choose the SGB2 BIOS, and name the menu option “Super Game Boy 2”, and when you choose the menu option, it will load the SFC core, load the SGB2 BIOS, and only prompt you for the Game Boy game you wish to play on it. The same deal goes for the FDS, PCE-CD, Mega CD, Mega Drive Sonic & Knuckles lock-on cartridge, BS-X Satellaview, SD Gundam G-Next, etc. Whatever you want to be in the menu, you can put in there by pointing higan at the appropriate 'BIOS' gamepak to load. Astute readers have probably already noticed, but you can technically use this on non-slotted games as well, thus creating instant boot options for your absolute favorite games, if you so wanted. Point it at Zelda 3, and you can boot it instantly from the main menu, without any need for file selection. The hidden option is a way to hide the system entries from the system menu. Primarily this would be a fast way for users to disable emulation cores they never use in higan, without having to remove the options. The major concession with this change is the collapsing of the per-manufacturer submenus. What this means is you will now have all twelve higan emulated systems in the main menu by default. This makes the list rather long, but ... oh well. I may try to offer some form of grouping in the future, but the grouping defeats the “list order = display order” design, and I'm not willing to auto-sort the list. I want people to be able to control the ordering of the system menu, and have added (as yet non-functional) sorting arrows for that purpose. I also don't have a combined tree+table view widget in higan to try to and group things. But ... we'll see how things go in the future. Another idea is to add a specialty load option that opens up the user's Emulation library path, and lets you pick a gamepak for any system, which would boot the same way as when you drop a gamepak onto the higan executable or main window. So say you almost never play Wonderswan games, this would be a way to play them without them cluttering your system menu list. The “import ROM files” option has been removed. All it does is launch icarus directly. I would rather users become familiar with using icarus. The “load ROM file” option remains. Anyway, this is all still a work in progress, so please give it time and don't overload me with too many suggested changes right now, thanks :3 |
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Tim Allen | 8f61c267c5 |
Update to v106r14 release.
byuu says: Changelog: - game/memory/type/battery → game/memory/volatile - (manufacturer.)content.type → (architecture.)content.type - nall: Markup::find() strips spaces from values in comparisons - higan: updated game manifest loading/saving code for all cores - GBA: flash memory ID is internally selected based on the manufacturer and memory size - SFC: ST018 (ARM6) frequency can be modified via game manifest now - WS: EEPROM::name removed (not useful) - icarus, genius: battery→volatile updates I did my best to look over the diff between r13 and r14, but it's 84KiB excluding the game database changes. It's just too much for me. I'd greatly appreciate if someone could look over it and check for any errors in this update. But more than likely, I suppose we'll iron out any issues by determining which games fail to load. Right now, I know the Super Game Boy support doesn't seem to work. But all non-SFC cores should work fully, and all normal + NEC DSP SFC games should work as well. Unsure about the rest. Also, I'm planning to change the Game Boy “MBC1M” mapper to “MBC1#A” to indicate it's an alternate wiring configuration of the stock MBC1, and not a new mapper type. |
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Tim Allen | c38a771f22 |
Update to v106r04 release.
byuu says: Changelog: - nall: `Markup::Node::operator[]` now uses `find()` instead of `lookup()` behind the scenes - Super Famicom: RAM memory ordering is now independent of ROM memory ordering - Super Famicom: added 19 new generic board definitions - icarus: improved Super Famicom heuristics generation Not putting it in the changelog, but the SPC7110 RAM now has write protection disabled again. 99% of games should now be playable with heuristics. The exceptions should be: - 4MB LoROM games with SRAM (Ys 3, FE: Thracia 776) - 2MB DSP LoROM games - BS-X Town - BS-X slotted games - SA1 BSX slotted games - SPC7110 games without the RTC (Momotarou Dentetsu Happy, Super Power League 4) - SPC7110 7MB fan translation (wasn't supported earlier either) - ExLoROM games (wasn't supported earlier either) - Sufami Turbo - Campus Challenge '92 and Powerfest '94 - ST010 is going to run at 15MHz instead of 11MHz - MSU1 (needs to be supported in higan, not icarus) I'll add support for most of these before the release of v107. |
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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. |
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Tim Allen | e9d2d56df9 |
Update to v105r1 release.
byuu says: Changelog: - higan: readded support for soft-reset to Famicom, Super Famicom, Mega Drive cores (work in progress) - handhelds lack soft reset obviously - the PC Engine also lacks a physical reset button - the Master System's reset button acts like a gamepad button, so can't show up in the menu - Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80) RAM - Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou [Jonas Quinn] - Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu Monogatari II's real-time clock [Talarubi] - Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou Zero's real-time clock [Talarubi] - Super Famicom: removed `*::init()` functions, as they were never used - Super Famicom: removed all but two `*::load()` functions, as they were not used - higan: added option to auto-save backup RAM every five seconds (enabled by default) - this is in case the emulator crashes, or there's a power outage; turn it off under advanced settings if you want - libco: updated license from public domain to ISC, for consistency with nall, ruby, hiro - nall: Linux compiler defaults to g++; override with g++-version if g++ is <= 4.8 - FreeBSD compiler default is going to remain g++49 until my dev box OS ships with g++ >= 4.9 Errata: I have weird RAM initialization constants, thanks to hex_usr and onethirdxcubed for both finding this: http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184 I'll remove this in the next WIP. |
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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. |
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Tim Allen | fbc58c70ae |
Update to v104r14 release.
byuu says: Changelog: - Emulator::Interface::videoResolution() -\> VideoResolution renamed to videoInformation() -\> VideoInformation - added double VideoInformation::refreshRate - higan: added `binary := (application|library)` — set this to `library` to produce a dynamic link library - higan: removed `-march=native` for macOS application builds; and for all library builds - higan: removed `console` build flag; uncomment `link += -mwindows` instead - nall/GNUmakefile: `macosx` platform renamed `macos` - still need to do this for nall/intrinsics.hpp - Game Gear: return region=NTSC as the only option, so that the system frequency is always set correctly - hiro/cocoa: fixed typo [Sintendo] - hiro/Windows: removed GetDpiForMonitor, as it's Windows 8+ only; DPI is no longer per-monitor aware - icarus: core Icarus class now has virtual functions for directory::create, <file::exists>, <file::copy>, <file::write> - icarus: Sufami Turbo can import save RAM files now - icarus: setting `ICARUS_LIBRARY` define will compile icarus without main(), GUI components - ruby/video/Direct3D: choose the current monitor instead of top-left monitor for fullscreen exclusive [Cydrak] - ruby/video/Direct3D: do not set `WS_EX_TOPMOST` on fullscreen exclusive window [Cydrak] - this isn't necessary for exclusive mode, and it just makes getting out of the application more difficult |
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Tim Allen | 1ff315838e |
Update to v104r13 release.
byuu says: Changelog: - nall/GNUmakefile: build=release changed to -O2, build=optimize is now -O3 - hiro: added Monitor::dpi(uint index) → Position [returns logical DPI for x, y] - Position is a bad name, but dpi(monitor).(x,y)() make more sense than .(width,height)() - hiro: Position, Size, Geometry, Font changed from using signed int to float - hiro: Alignment changed from using double to float - hiro: added skeleton (unused) Application::scale(), setScale() functions Errata: - hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues with macOS' automatic scaling. - hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI scaling - hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this, but I still use Qt 4.x) - and just to get global DPI, hiro/qt's DPI retrieval has to use undocumented functions ... fun The goal with this WIP was basically to prepare hiro for potential automatic scaling. It'll be extremely difficult, but I'm convinced that it must be possible if macOS can do it. By moving from signed integers to floats for coordinates, we can now scale and unscale without losing precision. That of course isn't the hard part, though. The hard part is where and how to do the scaling. In the ideal application, hiro/core and hiro/extension will handle 100% of this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware of what's going on, but ... to even make that possible, things will need to change in every per-platform core, eg the per-platform code will have to call a core function to change geometry, which will know about the scaling and unscale the values back down again. Gonna be a lot of work, but ... it's a start. |
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Tim Allen | 4fb8ce2821 |
Update to v104r12 release.
byuu says: Changelog: - higan: URLs updated to HTTPS - sfc/ppu/background: use hires/interlace/mosaic-adjusted X/Y coordinates for offset-per-tile mode - sfc/ppu/background: hires mosaic seems to advance pixel counter on subscreen pixels - tomoko: added “Help→Credits” menu option (currently the page does not exist; should before v105) - tomoko: reduced volume slider from {0% - 500%} to {0% - 200%}. Distortion is too intense above 200%. - technically, I've encountered distortion at 200% as well in Prince of Persia for the SNES - nall/run/invoke: use program path for working directory - allows you to choose “Library→Import ROMs” from a different directory on the command-line I don't know how to assign credit for the mosaic stuff. It's been a work-in-progress with me, Cydrak, and hex_usr. The current design should be correct, but very unpleasant. The code desperately needs to be refactored, but my recent attempt at doing so ended in spectacular failure. |
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Tim Allen | 366e9cebff |
Update to v104r01 release.
byuu says: Changelog: - gba/cpu: synchronize to the PPU, not oneself, when the CPU is stopped - this bug was patched in the official v104 release; but not in the .tar.xz archive - ms/vdp: backdrop color is on the second 16-entry palette, not the first [hex\_usr] - ms/vdp: fix background color 0 priority; fixes Alex Kidd in High Tech World text boxes [hex\_usr] - tomoko: choose first option when loading files via the command-line [hex\_usr] - icarus: lo/hi RAM addressing was backwards; M68K is big endian; fixes save files in Sonic 3 Many thanks to hex\_usr for the Master System / Game Gear VDP fix. That's a tricky system to get good technical information on. The fix should be correct, but please report if you spot any regressions just in case. |
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Tim Allen | 7022d1aa51 |
Update to v103r23 release.
byuu says: Changelog: - gb: added accelerometer X-axis, Y-Axis inputs¹ - gb: added rumble input¹ - gb/mbc5: added rumble support² - gb/mbc6: added skeleton driver, but it doesn't boot Net de Get - gb/mbc7: added mostly complete driver (only missing EEPROM), but it doesn't boot Kirby Tilt 'n' Tumble - gb/tama: added leap year assignment - tomoko: fixed macOS compilation [MerryMage] - hiro/cocoa: fix table cell redrawing on updates and automatic column resizing [ncbncb] - hiro/cocoa: fix some weird issue with clicking table view checkboxes on Retina displays [ncbncb] - icarus: enhance Game Boy heuristics³ - nall: fix three missing return statements [Jonas Quinn] - ruby: hopefully fixed all compilation errors reported by Screwtape et al⁴ ¹: because there's no concept of a controller for cartridge inputs, I'm attaching to the base platform for now. An idea I had was to make separate ports for each cartridge type ... but this would duplicate the rumble input between MBC5 and MBC7. And would also be less discoverable. But it would be more clean in that users wouldn't think the Game Boy hardware had this functionality. I'll think about it. ²: it probably won't work yet. Rumble isn't documented anywhere, but I dug through an emulator named GEST and discovered that it seems to use bit 3 of the RAM bank select to be rumble. I don't know if it sets the bit for rumbling, then clears when finished, or if it sets it and then after a few milliseconds it stops rumbling. I couldn't test on my FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist on FreeBSD, and nobody has ever posted any working code for how to use evdev (or whatever it's called) on FreeBSD. ³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since it's not really static RAM. ⁴: if possible, please test all drivers if you can. I want to ensure they're all working. Especially let me know if the following work: macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao) If I can confirm these are working, I'm going to then remove them from being included with stock higan builds. I'm also considering dropping SDL video on Linux/BSD. XShm is much faster and supports blurring. I may also drop SDL input on Linux, since udev works better. That will free a dependency on SDL 1.2 for building higan. FreeBSD is still going to need it for joypad support, however. |
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Tim Allen | 17697317d4 |
Update to v103r14 release.
byuu says: Changelog: - tomoko: by popular choice, default to adaptive mode on new installs - hiro/windows: fix bug that was preventing the escape key from closing some dialog windows - nall/registry: use "\\\\" as separator instead of "/" ... because some registry keys contain "/" in them >_> - ruby: add ASIO driver stub (so far it can only initialize and grab the driver name/version information) |
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Tim Allen | ed5ec58595 |
Update to v103r13 release.
byuu says: Changelog: - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb" [hex\_usr] - ms/interface: move Master System hardware controls below controller ports - sfc/ppu: improve latching behavior of BGnHOFS registers (not hardware verified) [AWJ] - tomoko/input: rework port/device mapping to support non-sequential ports and devices¹ - todo: should add move() to inputDevice.mappings.append and inputPort.devices.append - note: there's a weird GCC 4.9 bug with brace initialization of InputEmulator; have to assign each field separately - tomoko: all windows sans the main presentation window can be dismissed with the escape key - icarus: the single file selection dialog ("Load ROM Image...") can be dismissed with the escape key - tomoko: do not pause emulation when FocusLoss/Pause is set during exclusive fullscreen mode - hiro/(windows,gtk,qt): implemented Window::setDismissable() function (missing from cocoa port, sorry) - nall/string: fixed printing of largest possible negative numbers (eg `INT_MIN`) [Sintendo] - only took eight months! :D ¹: When I tried to move the Master System hardware port below the controller ports, I ran into a world of pain. The input settings list expects every item in the `InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be populated with valid results. But these would be sparsely populated based on the port and device IDs from inside higan. And that is done so that the Interface::inputPoll can have O(1) lookup of ports and devices. This worked because all the port and device IDs were sequential (they left no gaps in the maps upon creating the lists.) Unfortunately by changing the expectation of port ID to how it appears in the list, inputs would not poll correctly. By leaving them alone and just moving Hardware to the third position, the Game Gear would be missing port IDs of 0 and 1 (the controller ports of the Master System). Even by trying to make separate MasterSystemHardware and GameGearHardware ports, things still fractured when the devices were no longer contigious. I got pretty sick of this and just decided to give up on O(1) port/device lookup, and moved to O(n) lookup. It only knocked the framerate down by maybe one frame per second, enough to be in the margin of error. Inputs aren't polled *that* often for loops that usually terminate after 1-2 cycles to be too detrimental to performance. So the new input system now allows non-sequential port and device IDs. Remember that I killed input IDs a while back. There's never any reason for those to need IDs ... it was easier to just order the inputs in the order you want to see them in the user interface. So the input lookup is still O(1). Only now, everything's safer and I return a maybe<InputMapping&>, and won't crash out the program trying to use a mapping that isn't found for some reason. Errata: the escape key isn't working on the browser/message dialogs on Windows, because of course nothing can ever just be easy and work for me. If anyone else wouldn't mind looking into that, I'd greatly appreciate it. Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it seems to not respond to the escape key on modal dialogs. If I put the `WM_KEYDOWN` test in the main window proc, then it doesn't seem to get called for `VK_ESCAPE` at all, and doesn't get called period for modal windows. So I'm at a loss and it's past 4AM here >_> |
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Tim Allen | ecc7e899e0 |
Update to v103r01 release.
byuu says: Changelog: - nall/dsp: improve one pole coefficient calculations [Fatbag] - higan/audio: reworked filters to support selection of either one pole (first-order) or biquad (second-order) filters - note: the design is not stable yet; so forks should not put too much effort into synchronizing with this change yet - fc: added first-order filters as per NESdev wiki (90hz lowpass + 440hz lowpass + 14khz highpass) - fc: created separate NTSC-J and NTSC-U regions - NESdev wiki says the Japanese Famicom uses a separate audio filtering strategy, but details are fuzzy - there's also cartridge audio output being disabled on NES units; and differences with controllers - this stuff will be supported in the future, just adding the support for it now - gba: corrected serious bugs in PSG wave channel emulation [Cydrak] - note that if there are still bugs here, it's my fault - md/psg,ym2612: added first-order low-pass 2840hz filter to match VA3-VA6 Mega Drives - md/psg: lowered volume relative to the YM2612 - using 0x1400; multiple people agreed it was the closest to the hardware recordings against a VA6 - ms,md/psg: don't serialize the volume levels array - md/vdp: Hblank bit acts the same during Vblank as outside of it (it isn't always set during Vblank) - md/vdp: return isPAL in bit 0 of control port reads - tomoko: change command-line option separator from : to | - [Editor's note: This change was present in the public v103, but it's in this changelog because it was made after the v103 WIP] - higan/all: change the 20hz high-pass filters from second-order three-pass to first-order one-pass - these filters are meant to remove DC bias, but I honestly can't hear a difference with or without them - so there's really no sense wasting CPU power with an extremely powerful filter here Things I did not do: - change icarus install rule - work on 8-bit Mega Drive SRAM - work on Famicom or Mega Drive region detection heuristics in icarus My long-term dream plan is to devise a special user-configurable filtering system where you can set relative volumes and create your own list of filters (any number of them in any order at any frequency), that way people can make the systems sound however they want. Right now, the sanest place to put this information is inside the $system.sys/manifest.bml files. But that's not very user friendly, and upgrading to new versions will lose these changes if you don't copy them over manually. Of course, cluttering the GUI with a fancy filter editor is probably supreme overkill for 99% of users, so maybe that's fine. |
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Tim Allen | 8af3e4a6e2 |
Update to v102r22 release.
byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases |
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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 | 3bcf3c24c9 |
Update to v102r20 release.
byuu says: Changelog: - nall: `#undef OUT` on Windows platform - GBA: add missing CPU prefetch state to serialization (this was breaking serialization in games using ROM prefetch) - GBA: reset all PPU data in the power() function (some things were missing before, causing issues on reset) - GBA: restored horizontal mosaic emulation to the new pixel-based renderer - GBA: fixed tilemap background horizontal flipping (Legend of Spyro - warning screen) - GBA: fixed d8 bits of scroll registers (ATV - Thunder Ridge Racers - menu screen) - SFC: DRAM refresh ticks the ALU MUL/DIV registers five steps forward [reported by kevtris] - SFC: merged dmaCounter and autoJoypadCounter into new shared clockCounter - left stub for old dmaCounter so that I can do some traces to ensure the new code's 100% identical GBA save states would have been broken since whenever I emulated ROM prefetch. I guess not many people are using the GBA core ... |
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Tim Allen | 1ca4609079 |
Update to v102r18 release.
byuu says: This WIP fixes all the critical pending issues I had open. I'm sure there's many more that simply didn't make their way into said list. So by all means, please report important issues you're aware of so they can get fixed. Changelog: - ruby: add variable texture support to GDI video driver [bug reported by Cydrak] - ruby: minor cleanups to XShm video driver - ruby: fix handling of up+down, left+right hat cases for XInput driver [bug reported by Cydrak] - nall: fixed vector class so that compilation with GCC 7.1 should succeed [SuperMikeMan] - sfc: initialize most DSP registers to random values to fix Magical Drop [Jonas Quinn] - sfc: lower PPU brightness when luma=0 from 50% scale to 25% scale; helps scenes like Final Fantasy III's intro |
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Tim Allen | 7e7003fd29 |
Update to v102r15 release.
byuu says: Changelog: - nall: added DSP::IIR::OnePole (which is a first-order IIR filter) - FC/APU: removed strong highpass, weak hipass filters (and the dummied out lowpass filter) - MS,GG,MD/PSG: removed lowpass filter - MS,GG,MD/PSG: audio was not being centered properly; removed centering for now - MD/YM2612: fixed clipping of accumulator from 18 signed bits to 14 signed bits (-0x2000 to +0x1fff) [Cydrak] - MD/YM2612: removed lowpass filter - PCE/PSG: audio was not being centered properly; removed centering for now First thing is that I've removed all of the ad-hoc audio filtering. Emulator::Stream intrinsically provides a three-pass, second-order biquad IIR butterworth lowpass filter that clips frequencies above 20KHz with very good attenuation (as good as IIR gets, anyway.) It doesn't really make sense to have the various cores running additional lowpass filters. If we want to filter frequencies below 20KHz, then I can adapt Emulator::Audio::createStream() to take a cutoff frequency value, and we can do it all at once, with much better quality. Right now, I don't know what frequencies are best to cut off the various other audio cores, so they're just gone for now. As for the highpass filters for the Famicom core, well ... you don't get aliasing from resampling low frequencies. And generally speaking, too low a frequency will be inaudible anyway. All these were doing was killing possible bass (if they were too strong.) We can add them again, but only if someone can convert Ryphecha's ad-hoc magic integers into a frequency cutoff. In which case, I'll use my biquad IIR filter to do it even better. On this note, it may prove useful to do this for the MD PSG as well, to try and head off unnecessary clamping when mixing with the YM2612. Finally, there was the audio centering issue that affected the MS,GG,MD,PCE,SG cores. It was flooring the "silent" audio level, which was resulting in extremely heavy distortion if you tried listening to higan and, say, audacious at the same time. Without the botched centering, this distortion is completely gone now. However, without any centering, we've halved the potential volume range. This means the audio slider in higan's audio settings panel will start clamping twice as quickly. So ultimately, we need to figure out how to fix the centering. This isn't as simple as just subtracting less. We will probably have to center every individual audio channel before summing them to do this properly. Results: On the Mega Drive, Altered Beast sounds quite a bit better, a lot less distortion now. But it's still not perfect, especially sound effects. Further, Bare Knuckle / Streets of Rage still has really bad sound effects. It looks like I broke something in Cydrak's code when trying to adapt it to my style =( |
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Tim Allen | 4c3f9b93e7 |
Update to v102r12 release.
byuu says: Changelog: - MD/PSG: fixed 68K bus Z80 status read address location - MS, GG, MD/PSG: channels post-decrement their counters, not pre-decrement [Cydrak]¹ - MD/VDP: cache screen width registers once per scanline; screen height registers once per frame - MD/VDP: support 256-width display mode (used in Shining Force, etc) - MD/YM2612: implemented timers² - MD/YM2612: implemented 8-bit PCM DAC² - 68000: TRAP instruction should index the vector location by 32 (eg by 128 bytes), fixes Shining Force - nall: updated hex(), octal(), binary() functions to take uintmax instead of template<typename T> parameter³ ¹: this one makes an incredible difference. Sie noticed that lots of games set a period of 0, which would end up being a really long period with pre-decrement. By fixing this, noise shows up in many more games, and sounds way better in games even where it did before. You can hear extra sound on Lunar - Sanposuru Gakuen's title screen, the noise in Sonic The Hedgehog (Mega Drive) sounds better, etc. ²: this also really helps sound. The timers allow PSG music to play back at the correct speed instead of playing back way too quickly. And the PCM DAC lets you hear a lot of drum effects, as well as the "Sega!!" sound at the start of Sonic the Hedgehog, and the infamous, "Rise from your grave!" line from Altered Beast. Still, most music on the Mega Drive comes from the FM channels, so there's still not a whole lot to listen to. I didn't implement Cydrak's $02c test register just yet. Sie wasn't 100% certain on how the extended DAC bit worked, so I'd like to play it a little conservative and get sound working, then I'll go back and add a toggle or something to enable undocumented registers, that way we can use that to detect any potential problems they might be causing. ³: unfortunately we lose support for using hex() on nall/arithmetic types. If I have a const Pair& version of the function, then the compiler gets confused on whether Natural<32> should use uintmax or const Pair&, because compilers are stupid, and you can't have explicit arguments in overloaded functions. So even though either function would work, it just decides to error out instead >_> This is actually really annoying, because I want hex() to be useful for printing out nall/crypto keys and hashes directly. But ... this change had to be made. Negative signed integers would crash programs, and that was taking out my 68000 disassembler. |
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Tim Allen | fa6cbac251 |
Update to v102r06 release.
byuu says: Changelog: - added higan/emulator/platform.hpp (moved out Emulator::Platform from emulator/interface.hpp) - moved gmake build paramter to nall/GNUmakefile; both higan and icarus use it now - added build=profile mode - MD: added the region select I/O register - MD: started to add region selection support internally (still no external select or PAL support) - PCE: added cycle stealing when reading/writing to the VDC or VCE; and when using ST# instructions - PCE: cleaned up PSG to match the behavior of Mednafen (doesn't improve sound at all ;_;) - note: need to remove loadWaveSample, loadWavePeriod - HuC6280: ADC/SBC decimal mode consumes an extra cycle; does not set V flag - HuC6280: block transfer instructions were taking one cycle too many - icarus: added code to strip out PC Engine ROM headers - hiro: added options support to BrowserDialog The last one sure ended in failure. The plan was to put a region dropdown directly onto hiro::BrowserDialog, and I had all the code for it working. But I forgot one important detail: the system loads cartridges AFTER powering on, so even though I could technically change the system region post-boot, I'd rather not do so. So that means we have to know what region we want before we even select a game. Shit. |
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Tim Allen | c40e9754bc |
Update to v102r01 release.
byuu says: Changelog: - MS, MD, PCE: remove controllers from scheduler in destructor [hex_usr] - PCE: no controller should return all bits set (still causing errant key presses when swapping gamepads) - PCE: emulate MDR for hardware I/O $0800-$17ff - PCE: change video resolution to 1140x242 - PCE: added tertiary background Vscroll register (secondary cache) - PCE: create classes out of VDC VRAM, SATB, CRAM for cleaner access and I/O registers - PCE: high bits of CRAM read should be set - PCE: partially emulated VCE display registers: color frequency, HDS, HDW, VDS, VDW - PCE: 32-width sprites now split to two 16-width sprites to handle overflow properly - PCE: hopefully emulated sprite zero hit correctly (it's not well documented, and not often used) - PCE: trigger line coincidence interrupts during the previous scanline's Hblank period - tomoko: raise viewport from 320x240 to 326x242 to accommodate PC Engine's max resolution - nall: workaround for Clang compilation bug that can't figure out that a char is an integral data type |
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Tim Allen | 5bdf55f08f |
Update to v101r25 release.
byuu says: Changelog: - SMS: emulated VDP mode 4 graphical output (background, sprites) - added $(windres) to icarus as well I'm sure the VDP emulation is still really, really buggy, but essentially I handle: - mode 4 rendering - background scrolling - background hscroll lock - background vscroll lock - background nametable relocation - sprite nametable relocation - sprite tiledata relocation - sprite 192-line y=0xd0 edge case (end sprite rendering) - sprite 8-pixel x-coordinate displacement - sprite extended size (height only in mode 4) - sprite overflow - sprite collision - left column masking - display disable - backdrop color - 192, 224, 240 height I do not support: - mode 2 rendering - sprite zoom - disallowing 240 height in NTSC mode - PAL mode - probably lots more |
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Tim Allen | bab2ac812a |
Update to v101r24 release.
byuu says: Changelog: - SMS: extended bus mapping of in/out ports: now decoding them fully inside ms/bus - SMS: moved Z80 disassembly code from processor/z80 to ms/cpu (cosmetic) - SMS: hooked up non-functional silent PSG sample generation, so I can cap the framerate at 60fps - SMS: hooked up the VDP main loop: 684 clocks/scanline, 262 scanlines/frame (no PAL support yet) - SMS: emulated the VDP Vcounter and Hcounter polling ... hopefully it's right, as it's very bizarre - SMS: emulated VDP in/out ports (data read, data write, status read, control write, register write) - SMS: decoding and caching all VDP register flags (variable names will probably change) - nall: \#undef IN on Windows port (prevent compilation warning on processor/z80) Watching Sonic the Hedgehog, I can definitely see some VDP register writes going through, which is a good sign. Probably the big thing that's needed before I can get enough into the VDP to start showing graphics is interrupt support. And interrupts are never fun to figure out :/ What really sucks on this front is I'm flying blind on the Z80 CPU core. Without a working VDP, I can't run any Z80 test ROMs to look for CPU bugs. And the CPU is certainly too buggy still to run said test ROM anyway. I can't find any SMS emulators with trace logging from reset. Such logs vastly accelerate tracking down CPU logic bugs, so without them, it's going to take a lot longer. |
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Tim Allen | f3e67da937 |
Update to v101r19 release.
byuu says: Changelog: - added \~130 new PAL games to icarus (courtesy of Smarthuman and aquaman) - added all three Korean-localized games to icarus - sfc: removed SuperDisc emulation (it was going nowhere) - sfc: fixed MSU1 regression where the play/repeat flags were not being cleared on track select - nall: cryptography support added; will be used to sign future databases (validation will always be optional) - minor shims to fix compilation issues due to nall changes The real magic is that we now have 25-30% of the PAL SNES library in icarus! Signing will be tricky. Obviously if I put the public key inside the higan archive, then all anyone has to do is change that public key for their own releases. And if you download from my site (which is now over HTTPS), then you don't need the signing to verify integrity. I may just put the public key on my site on my site and leave it at that, we'll see. |
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Tim Allen | c6fc15f8d2 |
Update to v101r18 release.
byuu says: Changelog: - added 30 new PAL games to icarus (courtesy of Mikerochip) - new version of libco no longer requires mprotect nor W|X permissions - nall: default C compiler to -std=c11 instead of -std=c99 - nall: use `-fno-strict-aliasing` during compilation - updated nall/certificates (hopefully for the last time) - updated nall/http to newer coding conventions - nall: improve handling of range() function I didn't really work on higan at all, this is mostly just a release because lots of other things have changed. The most interesting is `-fno-strict-aliasing` ... basically, it joins `-fwrapv` as being "stop the GCC developers from doing *really* evil shit that could lead to security vulnerabilities or instabilities." For the most part, it's a ~2% speed penalty for higan. Except for the Sega Genesis, where it's a ~10% speedup. I have no idea how that's possible, but clearly something's going very wrong with strict aliasing on the Genesis core. So ... it is what it is. If you need the performance for the non-Genesis cores, you can turn it off in your builds. But I'm getting quite sick of C++'s "surprises" and clever compiler developers, so I'm keeping it on in all of my software going forward. |
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Tim Allen | 4c3f58150c |
Update to v101r15 release.
byuu says: Changelog: - added (poorly-named) castable<To, With> template - Z80 debugger rewritten to make declaring instructions much simpler - Z80 has more instructions implemented; supports displacement on (IX), (IY) now - added `Processor::M68K::Bus` to mirror `Processor::Z80::Bus` - it does add a pointer indirection; so I'm not sure if I want to do this for all of my emulator cores ... |
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Tim Allen | d91f3999cc |
Update to v101r14 release.
byuu says: Changelog: - rewrote the Z80 core to properly handle 0xDD (IX0 and 0xFD (IY) prefixes - added Processor::Z80::Bus as a new type of abstraction - all of the instructions implemented have their proper T-cycle counts now - added nall/certificates for my public keys The goal of `Processor::Z80::Bus` is to simulate the opcode fetches being 2-read + 2-wait states; operand+regular reads/writes being 3-read. For now, this puts the cycle counts inside the CPU core. At the moment, I can't think of any CPU core where this wouldn't be appropriate. But it's certainly possible that such a case exists. So this may not be the perfect solution. The reason for having it be a subclass of Processor::Z80 instead of virtual functions for the MasterSystem::CPU core to define is due to naming conflicts. I wanted the core to say `in(addr)` and have it take the four clocks. But I also wanted a version of the function that didn't consume time when called. One way to do that would be for the core to call `Z80::in(addr)`, which then calls the regular `in(addr)` that goes to `MasterSystem::CPU::in(addr)`. But I don't want to put the `Z80::` prefix on all of the opcodes. Very easy to forget it, and then end up not consuming any time. Another is to use uglier names in the `MasterSystem::CPU` core, like `read_`, `write_`, `in_`, `out_`, etc. But, yuck. So ... yeah, this is an experiment. We'll see how it goes. |
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Tim Allen | 043f6a8b33 |
Update to v101r08 release.
byuu says: Changelog: - 68K: fixed read-modify-write instructions - 68K: fixed ADDX bug (using wrong target) - 68K: fixed major bug with SUB using wrong argument ordering - 68K: fixed sign extension when reading address registers from effective addressing - 68K: fixed sign extension on CMPA, SUBA instructions - VDP: improved OAM sprite attribute table caching behavior - VDP: improved DMA fill operation behavior - added Master System / Game Gear stubs (needed for developing the Z80 core) |
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Tim Allen | ffd150735b |
Update to v101r07 release.
byuu says: Added VDP sprite rendering. Can't get any games far enough in to see if it actually works. So in other words, it doesn't work at all and is 100% completely broken. Also added 68K exceptions and interrupts. So far only the VDP interrupt is present. It definitely seems to be firing in commercial games, so that's promising. But the implementation is almost certainly completely wrong. There is fuck all of nothing for documentation on how interrupts actually work. I had to find out the interrupt vector numbers from reading the comments from the Sonic the Hedgehog disassembly. I have literally no fucking clue what I0-I2 (3-bit integer priority value in the status register) is supposed to do. I know that Vblank=6, Hblank=4, Ext(gamepad)=2. I know that at reset, SR.I=7. I don't know if I'm supposed to block interrupts when I is >, >=, <, <= to the interrupt level. I don't know what level CPU exceptions are supposed to be. Also implemented VDP regular DMA. No idea if it works correctly since none of the commercial games run far enough to use it. So again, it's horribly broken for usre. Also improved VDP fill mode. But I don't understand how it takes byte-lengths when the bus is 16-bit. The transfer times indicate it's actually transferring at the same speed as the 68K->VDP copy, strongly suggesting it's actually doing 16-bit transfers at a time. In which case, what happens when you set an odd transfer length? Also, both DMA modes can now target VRAM, VSRAM, CRAM. Supposedly there's all kinds of weird shit going on when you target VSRAM, CRAM with VDP fill/copy modes, but whatever. Get to that later. Also implemented a very lazy preliminary wait mechanism to to stall out a processor while another processor exerts control over the bus. This one's going to be a major work in progress. For one, it totally breaks the model I use to do save states with libco. For another, I don't know if a 68K->VDP DMA instantly locks the CPU, or if it the CPU could actually keep running if it was executing out of RAM when it started the DMA transfer from ROM (eg it's a bus busy stall, not a hard chip stall.) That'll greatly change how I handle the waiting. Also, the OSS driver now supports Audio::Latency. Sound should be even lower latency now. On FreeBSD when set to 0ms, it's absolutely incredible. Cannot detect latency whatsoever. The Mario jump sound seems to happen at the very instant I hear my cherry blue keyswitch activate. |
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Tim Allen | ac2d0ba1cf |
Update to v101r05 release.
byuu says: Changelog: - 68K: fixed bug that affected BSR return address - VDP: added very preliminary emulation of planes A, B, W (W is entirely broken though) - VDP: added command/address stuff so you can write to VRAM, CRAM, VSRAM - VDP: added VRAM fill DMA I would be really surprised if any commercial games showed anything at all, so I'd probably recommend against wasting your time trying, unless you're really bored :P Also, I wanted to add: I am accepting patches\! So if anyone wants to look over the 68K core for bugs, that would save me untold amounts of time in the near future :D |
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Tim Allen | 1df2549d18 |
Update to v101r04 release.
byuu says: Changelog: - pulled the (u)intN type aliases into higan instead of leaving them in nall - added 68K LINEA, LINEF hooks for illegal instructions - filled the rest of the 68K lambda table with generic instance of ILLEGAL - completed the 68K disassembler effective addressing modes - still unsure whether I should use An to decode absolute addresses or not - pro: way easier to read where accesses are taking place - con: requires An to be valid; so as a disassembler it does a poor job - making it optional: too much work; ick - added I/O decoding for the VDP command-port registers - added skeleton timing to all five processor cores - output at 1280x480 (needed for mixed 256/320 widths; and to handle interlace modes) The VDP, PSG, Z80, YM2612 are all stepping one clock at a time and syncing; which is the pathological worst case for libco. But they also have no logic inside of them. With all the above, I'm averaging around 250fps with just the 68K core actually functional, and the VDP doing a dumb "draw white pixels" loop. Still way too early to tell how this emulator is going to perform. Also, the 320x240 mode of the Genesis means that we don't need an aspect correction ratio. But we do need to ensure the output window is a multiple 320x240 so that the scale values work correctly. I was hard-coding aspect correction to stretch the window an additional \*8/7. But that won't work anymore so ... the main higan window is now 640x480, 960x720, or 1280x960. Toggling aspect correction only changes the video width inside the window. It's a bit jarring ... the window is a lot wider, more black space now for most modes. But for now, it is what it is. |
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Tim Allen | 0a57cac70c |
Update to v101r02 release.
byuu says: Changelog: - Emulator: use `(uintmax)-1 >> 1` for the units of time - MD: implemented 13 new 68K instructions (basically all of the remaining easy ones); 21 remain - nall: replaced `(u)intmax_t` (64-bit) with *actual* `(u)intmax` type (128-bit where available) - this extends to everything: atoi, string, etc. You can even print 128-bit variables if you like 22,552 opcodes still don't exist in the 68K map. Looking like quite a few entries will be blank once I finish. |
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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 | c50723ef61 |
Update to v100r15 release.
byuu wrote: Aforementioned scheduler changes added. Longer explanation of why here: http://hastebin.com/raw/toxedenece Again, we really need to test this as thoroughly as possible for regressions :/ This is a really major change that affects absolutely everything: all emulation cores, all coprocessors, etc. Also added ADDX and SUB to the 68K core, which brings us just barely above 50% of the instruction encoding space completed. [Editor's note: The "aformentioned scheduler changes" were described in a previous forum post: Unfortunately, 64-bits just wasn't enough precision (we were getting misalignments ~230 times a second on 21/24MHz clocks), so I had to move to 128-bit counters. This of course doesn't exist on 32-bit architectures (and probably not on all 64-bit ones either), so for now ... higan's only going to compile on 64-bit machines until we figure something out. Maybe we offer a "lower precision" fallback for machines that lack uint128_t or something. Using the booth algorithm would be way too slow. Anyway, the precision is now 2^-96, which is roughly 10^-29. That puts us far beyond the yoctosecond. Suck it, MAME :P I'm jokingly referring to it as the byuusecond. The other 32-bits of precision allows a 1Hz clock to run up to one full second before all clocks need to be normalized to prevent overflow. I fixed a serious wobbling issue where I was using clock > other.clock for synchronization instead of clock >= other.clock; and also another aliasing issue when two threads share a common frequency, but don't run in lock-step. The latter I don't even fully understand, but I did observe it in testing. nall/serialization.hpp has been extended to support 128-bit integers, but without explicitly naming them (yay generic code), so nall will still compile on 32-bit platforms for all other applications. Speed is basically a wash now. FC's a bit slower, SFC's a bit faster. The "longer explanation" in the linked hastebin is: Okay, so the idea is that we can have an arbitrary number of oscillators. Take the SNES: - CPU/PPU clock = 21477272.727272hz - SMP/DSP clock = 24576000hz - Cartridge DSP1 clock = 8000000hz - Cartridge MSU1 clock = 44100hz - Controller Port 1 modem controller clock = 57600hz - Controller Port 2 barcode battler clock = 115200hz - Expansion Port exercise bike clock = 192000hz Is this a pathological case? Of course it is, but it's possible. The first four do exist in the wild already: see Rockman X2 MSU1 patch. Manifest files with higan let you specify any frequency you want for any component. The old trick higan used was to hold an int64 counter for each thread:thread synchronization, and adjust it like so: - if thread A steps X clocks; then clock += X * threadB.frequency - if clock >= 0; switch to threadB - if thread B steps X clocks; then clock -= X * threadA.frequency - if clock < 0; switch to threadA But there are also system configurations where one processor has to synchronize with more than one other processor. Take the Genesis: - the 68K has to sync with the Z80 and PSG and YM2612 and VDP - the Z80 has to sync with the 68K and PSG and YM2612 - the PSG has to sync with the 68K and Z80 and YM2612 Now I could do this by having an int64 clock value for every association. But these clock values would have to be outside the individual Thread class objects, and we would have to update every relationship's clock value. So the 68K would have to update the Z80, PSG, YM2612 and VDP clocks. That's four expensive 64-bit multiply-adds per clock step event instead of one. As such, we have to account for both possibilities. The only way to do this is with a single time base. We do this like so: - setup: scalar = timeBase / frequency - step: clock += scalar * clocks Once per second, we look at every thread, find the smallest clock value. Then subtract that value from all threads. This prevents the clock counters from overflowing. Unfortunately, these oscillator values are psychotic, unpredictable, and often times repeating fractions. Even with a timeBase of 1,000,000,000,000,000,000 (one attosecond); we get rounding errors every ~16,300 synchronizations. Specifically, this happens with a CPU running at 21477273hz (rounded) and SMP running at 24576000hz. That may be good enough for most emulators, but ... you know how I am. Plus, even at the attosecond level, we're really pushing against the limits of 64-bit integers. Given the reciprocal inverse, a frequency of 1Hz (which does exist in higan!) would have a scalar that consumes 1/18th of the entire range of a uint64 on every single step. Yes, I could raise the frequency, and then step by that amount, I know. But I don't want to have weird gotchas like that in the scheduler core. Until I increase the accuracy to about 100 times greater than a yoctosecond, the rounding errors are too great. And since the only choice above 64-bit values is 128-bit values; we might as well use all the extra headroom. 2^-96 as a timebase gives me the ability to have both a 1Hz and 4GHz clock; and run them both for a full second; before an overflow event would occur. Another hastebin includes demonstration code: #include <libco/libco.h> #include <nall/nall.hpp> using namespace nall; // cothread_t mainThread = nullptr; const uint iterations = 100'000'000; const uint cpuFreq = 21477272.727272 + 0.5; const uint smpFreq = 24576000.000000 + 0.5; const uint cpuStep = 4; const uint smpStep = 5; // struct ThreadA { cothread_t handle = nullptr; uint64 frequency = 0; int64 clock = 0; auto create(auto (*entrypoint)() -> void, uint frequency) { this->handle = co_create(65536, entrypoint); this->frequency = frequency; this->clock = 0; } }; struct CPUA : ThreadA { static auto Enter() -> void; auto main() -> void; CPUA() { create(&CPUA::Enter, cpuFreq); } } cpuA; struct SMPA : ThreadA { static auto Enter() -> void; auto main() -> void; SMPA() { create(&SMPA::Enter, smpFreq); } } smpA; uint8 queueA[iterations]; uint offsetA; cothread_t resumeA = cpuA.handle; auto EnterA() -> void { offsetA = 0; co_switch(resumeA); } auto QueueA(uint value) -> void { queueA[offsetA++] = value; if(offsetA >= iterations) { resumeA = co_active(); co_switch(mainThread); } } auto CPUA::Enter() -> void { while(true) cpuA.main(); } auto CPUA::main() -> void { QueueA(1); smpA.clock -= cpuStep * smpA.frequency; if(smpA.clock < 0) co_switch(smpA.handle); } auto SMPA::Enter() -> void { while(true) smpA.main(); } auto SMPA::main() -> void { QueueA(2); smpA.clock += smpStep * cpuA.frequency; if(smpA.clock >= 0) co_switch(cpuA.handle); } // struct ThreadB { cothread_t handle = nullptr; uint128_t scalar = 0; uint128_t clock = 0; auto print128(uint128_t value) { string s; while(value) { s.append((char)('0' + value % 10)); value /= 10; } s.reverse(); print(s, "\n"); } //femtosecond (10^15) = 16306 //attosecond (10^18) = 688838 //zeptosecond (10^21) = 13712691 //yoctosecond (10^24) = 13712691 (hitting a dead-end on a rounding error causing a wobble) //byuusecond? ( 2^96) = (perfect? 79,228 times more precise than a yoctosecond) auto create(auto (*entrypoint)() -> void, uint128_t frequency) { this->handle = co_create(65536, entrypoint); uint128_t unitOfTime = 1; //for(uint n : range(29)) unitOfTime *= 10; unitOfTime <<= 96; //2^96 time units ... this->scalar = unitOfTime / frequency; print128(this->scalar); this->clock = 0; } auto step(uint128_t clocks) -> void { clock += clocks * scalar; } auto synchronize(ThreadB& thread) -> void { if(clock >= thread.clock) co_switch(thread.handle); } }; struct CPUB : ThreadB { static auto Enter() -> void; auto main() -> void; CPUB() { create(&CPUB::Enter, cpuFreq); } } cpuB; struct SMPB : ThreadB { static auto Enter() -> void; auto main() -> void; SMPB() { create(&SMPB::Enter, smpFreq); clock = 1; } } smpB; auto correct() -> void { auto minimum = min(cpuB.clock, smpB.clock); cpuB.clock -= minimum; smpB.clock -= minimum; } uint8 queueB[iterations]; uint offsetB; cothread_t resumeB = cpuB.handle; auto EnterB() -> void { correct(); offsetB = 0; co_switch(resumeB); } auto QueueB(uint value) -> void { queueB[offsetB++] = value; if(offsetB >= iterations) { resumeB = co_active(); co_switch(mainThread); } } auto CPUB::Enter() -> void { while(true) cpuB.main(); } auto CPUB::main() -> void { QueueB(1); step(cpuStep); synchronize(smpB); } auto SMPB::Enter() -> void { while(true) smpB.main(); } auto SMPB::main() -> void { QueueB(2); step(smpStep); synchronize(cpuB); } // #include <nall/main.hpp> auto nall::main(string_vector) -> void { mainThread = co_active(); uint masterCounter = 0; while(true) { print(masterCounter++, " ...\n"); auto A = clock(); EnterA(); auto B = clock(); print((double)(B - A) / CLOCKS_PER_SEC, "s\n"); auto C = clock(); EnterB(); auto D = clock(); print((double)(D - C) / CLOCKS_PER_SEC, "s\n"); for(uint n : range(iterations)) { if(queueA[n] != queueB[n]) return print("fail at ", n, "\n"); } } } ...and that's everything.] |
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Tim Allen | ca277cd5e8 |
Update to v100r14 release.
byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP. |
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Tim Allen | 92fe5b0813 |
Update to v100r08 release.
byuu says: Six and a half hours this time ... one new opcode, and all old opcodes now in a deprecated format. Hooray, progress! For building the table, I've decided to move from: for(uint opcode : range(65536)) { if(match(...)) bind(opNAME, ...); } To instead having separate for loops for each supported opcode. This lets me specialize parts I want with templates. And to this aim, I'm moving to replace all of the (read,write)(size, ...) functions with (read,write)<Size>(...) functions. This will amount to the ~70ish instructions being triplicated ot ~210ish instructions; but I think this is really important. When I was getting into flag calculations, a ton of conditionals were needed to mask sizes to byte/word/long. There was also lots of conditionals in all the memory access handlers. The template code is ugly, but we eliminate a huge amount of branch conditions this way. |
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Tim Allen | 059347e575 |
Update to v100r07 release.
byuu says: Four and a half hours of work and ... zero new opcodes implemented. This was the best job I could do refining the effective address computations. Should have all twelve 68000 modes implemented now. Still have a billion questions about when and how I'm supposed to perform certain edge case operations, though. |
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Tim Allen | b72f35a13e |
Update to v100r05 release.
byuu says: Alright, I'm definitely going to need to find some people willing to tolerate my questions on this chip, so I'm going to go ahead and announce I'm working on this I guess. This core is way too big for a surprise like the NES and WS cores were. It'll probably even span multiple v10x releases before it's even ready. |
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Tim Allen | 13ad9644a2 |
Update to v099r16 release (public beta).
byuu says: Changelog: - hiro: BrowserDialog can navigate up to drive selection on Windows - nall: (file,path,dir,base,prefix,suffix)name => Location::(file,path,dir,base,prefix,suffix) - higan/tomoko: rename audio filter label from "Sinc" to "IIR - Biquad" - higan/tomoko: allow loading files via icarus on the command-line once again - higan/tomoko: (begrudging) quick hack to fix presentation window focus on startup - higan/audio: don't divide output audio volume by number of streams - processor/r65816: fix a regression in (read,write)DB; fixes Taz-Mania - fixed compilation regressions on Windows and Linux I'm happy with where we are at with code cleanups and stability, so I'd like to release v100. But even though I'm not assigning any special significance to this version, we should probably test it more thoroughly first. |
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Tim Allen | 8d5cc0c35e |
Update to v099r15 release.
byuu says: Changelog: - nall::lstring -> nall::string_vector - added IntegerBitField<type, lo, hi> -- hopefully it works correctly... - Multitap 1-4 -> Super Multitap 2-5 - fixed SFC PPU CGRAM read regression - huge amounts of SFC PPU IO register cleanups -- .bits really is lovely - re-added the read/write(VRAM,OAM,CGRAM) helpers for the SFC PPU - but they're now optimized to the realities of the PPU (16-bit data sizes / no address parameter / where appropriate) - basically used to get the active-display overrides in a unified place; but also reduces duplicate code in (read,write)IO |
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Tim Allen | 82293c95ae |
Update to v099r14 release.
byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes. |
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Tim Allen | 7a68059f78 |
Update to v099r12 release.
byuu says: Changelog: - fixed FC AxROM / VRC7 regression - BitField split to BooleanBitField/NaturalBitField (in preparation for IntegerBitField) - BitFieldReference removed - GB CPU cleaned up - GB Cartridge + Mappers cleaned up - SFC CGRAM is now emulated as uint15[256] instead of uint[512] - sfc/ppu/memory.cpp no longer needed; removed - purged SFC Debugger hooks for now (some of the operator[] calls were bypassing them anyway) Unfortunately, for reasons that defy all semblance of logic, the CGRAM change caused a slight speed hit. As have the last few changes. We're now down to around 129.5fps compared to 123.fps for v099 and 134.5fps at our peak (v099r01-r02). I really like the style I came up with for the Game Boy mappers to settle the purpose(ROM,RAM) vs (rom,ram)Purpose naming convention. If I ever get around to redoing the NES mappers, that's likely the approach I'll take. |
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Tim Allen | 3e807946b8 |
Update to v099r11 release.
byuu says: Changelog: - NES PPU core updated to use BitFields (absolutely massive improvement in code readability) - NES APU core updated to new coding style - NES cartridge/board and cartridge/chip updated to new coding style - pushed NES PPU rendering one dot forward (doesn't fix King's Quest V yet, sadly) - fixed SNES PPU BG tilemask for 128KiB VRAM mode (doesn't fix Yoshi's Island, though) So ... I kind of went overboard with the fc/cartridge changes. This WIP diff is 185KiB >_> I didn't realize it was going to be as big a task as it was, but once I started everything broke in a chain reaction, so I had to do it all at once. There's a massive chance we've broken a bunch of NES things. Any typos in this WIP are going to be absolutely insidious to track down =( But ... supposing I pulled it off, this means the Famicom core is now fully converted to the new coding style as well. That leaves only the GB and GBA cores. Once those are finished, then we'll finally be free of these gigantic hellspawn diffs. |
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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 | ccd8878d75 |
Update to v099r07 release.
byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits. |
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Tim Allen | 875f031182 |
Update to v099r06 release.
byuu says: Changelog: - Super Famicom core converted to use nall/vfs - excludes Super Game Boy; since that's invoked from inside the GB core This was definitely the major obstacle to test nall/vfs' applicability. Things worked out pretty great in the end. We went from 22.0KiB (cartridge) + 18.6KiB (interface) to 24.5KiB (cartridge) + 11.4KiB (interface). Or 40.7KiB to 36.0KiB. This removes a very large source of indirection. Before it was: "coprocessor <=> cartridge <=> interface" for loading and saving data, and now it's just "coprocessor <=> cartridge". And it may make sense to eventually turn this into just "cartridge -> coprocessor" by making each coprocessor class handle its own markup parsing. It's nice to have all the manifest parsing in one location (well, sans MSU1); but it's also nice for loading/unloading to be handled by each coprocessor itself. So I'll have to think longer about that one. I've also started handling Interface::save() differently. Instead of keeping track of memory IDs and filenames, and iterating through that vector of objects ... instead I now have a system that mirrors the markup parsing on loading, but handles saving instead. This was actually the reason the code size savings weren't more significant, but I like this style more. As before, it removes an extra level of indirection. So ... next up, I need to port over the GB, then GBA, then WS cores. These shouldn't take too long since they're all very simple with just ROM+RAM(+RTC) right now. Then get the SGB callbacks using vfs. Then after that, gut all the old stream stuff from nall and higan. Kill the (load,save)Request stuff, rename the load(Gamepak)Request to something simpler, and then we should be good. Anyway ... these are some huge changes. |
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Tim Allen | f04d9d58f5 |
Update to v099r05 release.
byuu says: Changelog: - added nall/vfs - converted Famicom core to use nall/vfs interface instead of nall/stream interface |
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Tim Allen | 44a8c5a2b4 |
Update to v099r03 release.
byuu says: Changelog: - finished cleaning up the SFC core to my new coding conventions - removed sfc/controller/usart (superseded by 21fx) - hid Synchronize Video option from the menu (still in the configuration file) Pretty much the only minor detail left is some variable names in the SA-1 core that really won't look good at all if I move to camelCase, so I'll have to rethink how I handle those. It's probably a good area to attempt using BitFields, to see how it impacts performance. But I'll do that in a test branch first. But for the most part, this should be the end of the gigantic diffs (this one was 174KiB), at least for the SFC/WS cores. Still have the FC/GB/GBA cores to clean up more fully. Assuming we don't spot any new regressions, we should be ~95% out of the woods on code cleanups breaking things. |