mirror of https://github.com/bsnes-emu/bsnes.git
18 Commits
Author | SHA1 | Message | Date |
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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 | 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 | b7006822bf |
Update to v103 WIP release.
byuu says (in the WIP forum): Changelog: - higan: cheat codes accept = and ? separators now - the new preferred code format is: address=value or address=if-match?value - the old code format of address/value and address/if-match/value will continue to work - higan: cheats.bml is no longer included with the base distribution - mightymo stopped updating it in 2015, and it's not source code; it can still be pulled in from older releases - fc: improved PAL mode timing; use PAL APU timing tables; fix PAL noise period table [hex\_usr] - md: support aborting a Z80 bus wait in order to capture save states without freezing - note that this will violate accuracy; but in practice a slight desync is better than an emulator deadlock - sfc: revert DSP ENDX randomization for now (want to research it more before deploying in an official release) - sfc: fix Super Famicom.sys/manifest.bml APU RAM size [hex\_usr] - tomoko: cleaned up make install rules - hiro/cocoa: use ABGR for pixel data [Sintendo] Note: I forgot to change the command-line and drag-and-drop separator from : to | in this WIP. However, it is corrected in the v103 official binary and source published on download.byuu.org. Sorry about that, I know it makes the Git repository history more difficult. I'm not concerned whether the : → | change is part of v103 or v103r01 in the repository, and will leave this to your discretion, Screwtape. I also still need to set the VDP bit to indicate PAL mode in the Mega Drive core. This is what happens when I have 47 things I have to do, given how lousy my memory is. I miss things. |
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Tim Allen | bdc100e123 |
Update to v102r02 release.
byuu says: Changelog: - I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it - if it's really invalid C++, then GCC needs to stop accepting it in strict `-std=c++14` mode - Emulator::Interface::Information::resettable is gone - Emulator::Interface::reset() is gone - FC, SFC, MD cores updated to remove soft reset behavior - split GameBoy::Interface into GameBoyInterface, GameBoyColorInterface - split WonderSwan::Interface into WonderSwanInterface, WonderSwanColorInterface - PCE: fixed off-by-one scanline error [hex_usr] - PCE: temporary hack to prevent crashing when VDS is set to < 2 - hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#) types to (u)int_(#)t types - icarus: replaced usage of unique with strip instead (so we don't mess up frameworks on macOS) - libco: added macOS-specific section marker [Ryphecha] So ... the major news this time is the removal of the soft reset behavior. This is a major!! change that results in a 100KiB diff file, and it's very prone to accidental mistakes!! If anyone is up for testing, or even better -- looking over the code changes between v102r01 and v102r02 and looking for any issues, please do so. Ideally we'll want to test every NES mapper type and every SNES coprocessor type by loading said games and power cycling to make sure the games are all cleanly resetting. It's too big of a change for me to cover there not being any issues on my own, but this is truly critical code, so yeah ... please help if you can. We technically lose a bit of hardware documentation here. The soft reset events do all kinds of interesting things in all kinds of different chips -- or at least they do on the SNES. This is obviously not ideal. But in the process of removing these portions of code, I found a few mistakes I had made previously. It simplifies resetting the system state a lot when not trying to have all the power() functions call the reset() functions to share partial functionality. In the future, the goal will be to come up with a way to add back in the soft reset behavior via keyboard binding as with the Master System core. What's going to have to happen is that the key binding will have to send a "reset pulse" to every emulated chip, and those chips are going to have to act independently to power() instead of reusing functionality. We'll get there eventually, but there's many things of vastly greater importance to work on right now, so it'll be a while. The information isn't lost ... we'll just have to pull it out of v102 when we are ready. Note that I left the SNES reset vector simulation code in, even though it's not possible to trigger, for the time being. Also ... the Super Game Boy core is still disconnected. To be honest, it totally slipped my mind when I released v102 that it wasn't connected again yet. This one's going to be pretty tricky to be honest. I'm thinking about making a third GameBoy::Interface class just for SGB, and coming up with some way of bypassing platform-> calls when in this mode. |
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Tim Allen | 07995c05a5 |
Update to v100 release.
byuu says: higan has finally reached v100! I feel it's important to stress right away that this is not "version 1.00", nor is it a major milestone release. Rather than arbitrary version numbers, all of my software simply bumps version numbers by one for each official release. As such, higan v100 is simply higan's 100th release. That said, the primary focus of this release has been code clean-ups. These are always somewhat dangerous in that regressions are possible. We've tested through sixteen WIP revisions, one of which was open to the public, to try and minimize any regressions. But all the same, please report any regressions if you discover any. Changelog (since v099): FC: render during pixels 1-256 instead of 0-255 [hex_usr] FC: rewrote controller emulation code SFC: 8% speedup over the previous release thanks to PPU optimizations SFC: fixed nasty DB address wrapping regression from v099 SFC: USART developer controller removed; superseded by 21fx SFC: Super Multitap option removed from controller port 1; ports renamed 2-5 SFC: hidden option to experiment with 128KB VRAM (strictly for novelty) higan: audio volume no longer divided by number of audio streams higan: updated controller polling code to fix possible future mapping issues higan: replaced nall/stream with nall/vfs for file-loading subsystem tomoko: can now load multi-slotted games via command-line tomoko: synchronize video removed from UI; still available in the settings file tomoko, icarus: can navigate to root drive selection on Windows all: major code cleanups and refactoring (~1MB diff against v099) Note 1: the audio volume change means that SGB and MSU1 games won't lose half the volume on the SNES sounds anymore. However, if one goes overboard and drives the sound all the way to max volume with the MSU1, clamping may occur. The obvious solution is not to drive volume that high (it will vastly overpower the SNES audio, which usually never exceeds 25% volume.) Another option is to lower the volume in the audio settings panel to 50%. In general, neither is likely to ever be necessary. Note 2: the synchronize video option was hidden from the UI because it is no longer useful. With the advent of compositors, the loss of the complicated timing settings panel, support for the WonderSwan and its 75hz display, the need to emulate variable refresh rate behaviors in the Game Boy, the unfortunate latency spike and audio distortion caused by long Vsync pauses, and the arrival of adaptive sync technology ... it no longer makes sense to present this option. However, as stated, you can edit settings.bml to enable this option anyway if you insist and understand the aforementioned risks. Changelog (since v099r16 open beta): - fixed MSU1 audio sign extension - fixed compilation with SGB support disabled - icarus can now navigate to root directory - fixed compilation issues with OS X port - (hopefully) fixed label height issue with hiro that affected icarus import dialog - (mostly) fixed BS Memory, Sufami Turbo slot loading Errata: - forgot to remove the " - Slot A", " - Slot B" suffixes for Sufami Turbo slot loading - this means you have to navigate up one folder and then into Sufami Turbo/ to load games for this system - moving WonderSwan orientation controls to the device slot is causing some nastiness - can now select orientation from the main menu, but it doesn't rotate the display |
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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 | ae5d380d06 |
Update to v098r11 release.
byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video. |
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Tim Allen | 3ebc77c148 |
Update to v098r10 release.
byuu says: Changelog: - synchronized tomoko, loki, icarus with extensive changes to nall (118KiB diff) |
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Tim Allen | 6ae0abe3d3 |
Update to v098r09 release.
byuu says: Changelog: - fixed major nall/vector/prepend bug - renamed hiro/ListView to hiro/TableView - added new hiro/ListView control which is a simplified abstraction of hiro/TableView - updated higan's cheat database window and icarus' scan dialog to use the new ListView control - compilation works once again on all platforms (Windows, Cocoa, GTK, Qt) - the loki skeleton compiles once again (removed nall/DSP references; updated port/device ID names) Small catch: need to capture layout resize events internally in Windows to call resizeColumns. For now, just resize the icarus window to get it to use the full window width for list view items. |
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Tim Allen | 1fdd0582fc |
Update to v097 release.
byuu says: This release features improvements to all emulation cores, but most substantially for the Game Boy core. All of blargg's test ROMs that pass in gambatte now either pass in higan, or are off by 1-2 clocks (the actual behaviors are fully emulated.) I consider the Game Boy core to now be fairly accurate, but there's still more improvements to be had. Also, what's sure to be a major feature for some: higan now has full support for loading and playing ordinary ROM files, whether they have copier headers, weird extensions, or are inside compressed archives. You can load these games from the command-line, from the main Library menu (via Load ROM Image), or via drag-and-drop on the main higan window. Of course, fans of game folders and the library need not worry: that's still there as well. Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the higan main window to install it into the correct location with the correct file name. Lastly, this release technically restores Mac OS X support. However, it's still not very stable, so I have decided against releasing binaries at this time. I'd rather not rush this and leave a bad first impression for OS X users. Changelog (since v096): - higan: project source code hierarchy restructured; icarus directly integrated - higan: added software emulation of color-bleed, LCD-refresh, scanlines, interlacing - icarus: you can now load and import ROM files/archives from the main higan menu - NES: fixed manifest parsing for board mirroring and VRC pinouts - SNES: fixed manifest for Star Ocean - SNES: fixed manifest for Rockman X2,X3 - GB: enabling LCD restarts frame - GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer (Shonumi) - GB: VBK, BGPI, OBPI are readable - GB: OAM DMA happens inside PPU core instead of CPU core - GB: fixed APU length and sweep operations - GB: emulated wave RAM quirks when accessing while channel is enabled - GB: improved timings of several CPU opcodes (gekkio) - GB: improved timings of OAM DMA refresh (gekkio) - GB: CPU uses open collector logic; return 0xFF for unmapped memory (gekkio) - GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap (Jonas Quinn) - GBA: fixed disassembler masking error (Lioncash) - hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+ - nall: improved program path detection on Windows - higan/Windows: moved configuration data from %appdata% to %localappdata% - higan/Linux,BSD: moved configuration data from ~/.config/higan to ~/.local/higan |
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Tim Allen | 72b6a8b32e |
Update to v096r04 release.
byuu says: Changelog: - fixed S-DD1 RAM writes (Star Ocean audio fixed) - applied all of the DMG test ROM fixes discussed earlier; passes many more test ROMs now - at least until the GBVideoPlayer is working: for debugging purposes, CPU/PPU single-step now instead of sync just-in-time (~30% slower) - fixed OS X crash on NSTextView (hopefully, would be very odd if not) Unfortunately passing these test ROMs caused my favorite GB/GBC game to break all of its graphics =( Shin Megami Tensei - Devichil - Kuro no Sho (Japan) is all garbled now. I'm really quite bummed by this ... but I guess I'll go through and revert r04's fixes one at a time until I find what's causing it. On the plus side, Astro Rabby is playable now. Still acts weird when pressing B/A on the first screen, but the start button will start the game. EDIT: got it. Shin Megami Tensei - Devichil requires FF4F (VBK) to be readable. Before, it was always returning 0x00. With my return 0xFF patch, that broke. But it should be returning the VBK value, which also fixes it. Also need to handle FF68/FF6A reads. Was really hoping that'd help GBVideoPlayer too, but nope. It doesn't read any of those three registers. |
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Tim Allen | 653bb378ee |
Update to v096r03 release.
byuu says: Changelog: - fixed icarus to save settings properly - fixed higan's full screen toggle on OS X - increased "Add Codes" button width to avoid text clipping - implemented cocoa/canvas.cpp - added 1s delay after mapping inputs before re-enabling the window (wasn't actually necessary, but already added it) - fixed setEnabled(false) on Cocoa's ListView and TextEdit widgets - updated nall::programpath() to use GetModuleFileName on Windows - GB: system uses open collector logic, so unmapped reads return 0xFF, not 0x00 (passes blargg's cpu_instrs again) [gekkio] |
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Tim Allen | 0b923489dd |
Update to 20160106 OS X Preview for Developers release.
byuu says: New update. Most of the work today went into eliminating hiro::Image from all objects in all ports, replacing with nall::image. That took an eternity. Changelog: - fixed crashing bug when loading games [thanks endrift!!] - toggling "show status bar" option adjusts window geometry (not supposed to recenter the window, though) - button sizes improved; icon-only button icons no longer being cut off |
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Tim Allen | 4d193d7d94 |
Update to v096r02 (OS X Preview for Developers) release.
byuu says: Warning: this is not for the faint of heart. This is a very early, unpolished, buggy release. But help testing/fixing bugs would be greatly appreciated for anyone willing. Requirements: - Mac OS X 10.7+ - Xcode 7.2+ Installation Commands: cd higan gmake -j 4 gmake install cd ../icarus gmake -j 4 gmake install (gmake install is absolutely required, sorry. You'll be missing key files in key places if you don't run it, and nothing will work.) (gmake uninstall also exists, or you can just delete the .app bundles from your Applications folder, and the Dev folder on your desktop.) If you want to use the GBA emulation, then you need to drop the GBA BIOS into ~/Emulation/System/Game\ Boy\ Advance.sys\bios.rom Usage: You'll now find higan.app and icarus.app in your Applications folders. First, run icarus.app, navigate to where you keep your game ROMs. Now click the settings button at the bottom right, and check "Create Manifests", and click OK. (You'll need to do this every time you run icarus because there's some sort of bug on OSX saving the settings.) Now click "Import", and let it bring in your games into ~/Emulation. Note: "Create Manifests" is required. I don't yet have a pipe implementation on OS X for higan to invoke icarus yet. If you don't check this box, it won't create manifest.bml files, and your games won't run at all. Now you can run higan.app. The first thing you'll want to do is go to higan->Preferences... and assign inputs for your gamepads. At the very least, do it for the default controller for all the systems you want to emulate. Now this is very important ... close the application at this point so that it writes your config file to disk. There's a serious crashing bug, and if you trigger it, you'll lose your input bindings. Now the really annoying part ... go to Library->{System} and pick the game you want to play. Right now, there's a ~50% chance the application will bomb. It seems the hiro::pListView object is getting destroyed, yet somehow the internal Cocoa callbacks are being triggered anyway. I don't know how this is possible, and my attempts to debug with lldb have been a failure :( If you're unlucky, the application will crash. Restart and try again. If it crashes every single time, then you can try launching your game from the command-line instead. Example: open /Applications/higan.app \ --args ~/Emulation/Super\ Famicom/Zelda3.sfc/ Help wanted: I could really, really, really use some help with that crashing on game loading. There's a lot of rough edges, but they're all cosmetic. This one thing is pretty much the only major show-stopping issue at the moment, preventing a wider general audience pre-compiled binary preview. |
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Tim Allen | 47d4bd4d81 |
Update to v096r01 release.
byuu says: Changelog: - restructured the project and removed a whole bunch of old/dead directives from higan/GNUmakefile - huge amounts of work on hiro/cocoa (compiles but ~70% of the functionality is commented out) - fixed a masking error in my ARM CPU disassembler [Lioncash] - SFC: decided to change board cic=(411,413) back to board region=(ntsc,pal) ... the former was too obtuse If you rename Boolean (it's a problem with an include from ruby, not from hiro) and disable all the ruby drivers, you can compile an OS X binary, but obviously it's not going to do anything. It's a boring WIP, I just wanted to push out the project structure change now at the start of this WIP cycle. |
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Tim Allen | 40f4b91000 |
Update to v095r06 release.
byuu says: Changelog: - fixed I/O register reads; perfect score on endrift's I/O tests now - fixed mouse capture clipping on Windows [Cydrak] - several hours of code maintenance work done on the SFC core All higan/sfc files should now use the auto fn() -> ret; syntax. Haven't converted all unsigned->uint yet. Also, probably won't do sfc/alt as that's mostly just speed hack stuff. Errata: - forgot auto& instead of just auto on SuperFamicom::Video::draw_cursor, which makes Super Scope / Justifier crash. Will be fixed in the next WIP. |
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Tim Allen | a512d14628 |
Update to v094r09 release.
byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan. |