mirror of https://github.com/bsnes-emu/bsnes.git
20 Commits
Author | SHA1 | Message | Date |
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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 | 0bf2c9d4e1 |
Update to v102r13 release.
byuu says: Changelog: - removed Emulator::Interface::videoFrequency(), audioFrequency()¹ - (MS,GG,MD)/PSG: removed inversion on noise channel LFSR update [mic_] - MD/PSG: lowered volume to match YM2612 volume - MD/YM2612: added Cydrak's emulation of FM channels and LFO² ¹: These were no longer used by the UI. The video frequency is adaptive on many systems. And the audio frequency is meaningless due to Emulator::Audio always outputting a consistent frequency specified by the UI. Plus, take the Genesis where there's two sound chips running at different frequencies. So, these had to go. ²: Due to some lurking bugs, the audio is completely broken unfortunately. Will need to be debugged :( First pass looking for any typos didn't yield any obvious results. |
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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 | bf90bdfcc8 |
Update to v101r31 release.
byuu says: Changelog: - converted Emulator::Interface::Bind to Emulator::Platform - temporarily disabled SGB hooks - SMS: emulated Game Gear palette (latching word-write behavior not implemented yet) - SMS: emulated Master System 'Reset' button, Game Gear 'Start' button - SMS: removed reset() functionality, driven by the mappable input now instead - SMS: split interface class in two: one for Master System, one for Game Gear - SMS: emulated Game Gear video cropping to 160x144 - PCE: started on HuC6280 CPU core—so far only registers, NOP instruction has been implemented Errata: - Super Game Boy support is broken and thus disabled - if you switch between Master System and Game Gear without restarting, bad things happen: - SMS→GG, no video output on the GG - GG→SMS, no input on the SMS I'm not sure what's causing the SMS\<-\>GG switch bug, having a hard time debugging it. Help would be very much appreciated, if anyone's up for it. Otherwise I'll keep trying to track it down on my end. |
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Tim Allen | 427bac3011 |
Update to v101r06 release.
byuu says: I reworked the video sizing code. Ended up wasting five fucking hours fighting GTK. When you call `gtk_widget_set_size_request`, it doesn't actually happen then. This is kind of a big deal because when I then go to draw onto the viewport, the actual viewport child window is still the old size, so the image gets distorted. It recovers in a frame or so with emulation, but if we were to put a still image on there, it would stay distorted. The first thought is, `while(gtk_events_pending()) gtk_main_iteration_do(false);` right after the `set_size_request`. But nope, it tells you there's no events pending. So then you think, go deeper, use `XPending()` instead. Same thing, GTK hasn't actually issued the command to Xlib yet. So then you think, if the widget is realized, just call a blocking `gtk_main_iteration`. One call does nothing, two calls results in a deadlock on the second one ... do it before program startup, and the main window will never appear. Great. Oh, and it's not just the viewport. It's also the widget container area of the windows, as well as the window itself, as well as the fullscreen mode toggle effect. They all do this. For the latter three, I couldn't find anything that worked, so I just added 20ms loops of constantly calling `gtk_main_iteration_do(false)` after each one of those things. The downside here is toggling the status bar takes 40ms, so you'll see it and it'll feel a tiny bit sluggish. But I can't have a 20ms wait on each widget resize, that would be catastrophic to performance on windows with lots of widgets. I tried hooking configure-event and size-allocate, but they were very unreliable. So instead I ended up with a loop that waits up to a maximm of 20ms that inspects the `widget->allocation.(width,height)` values directly and waits for them to be what we asked for with `set_size_request`. There was some extreme ugliness in GTK with calling `gtk_main_iteration_do` recursively (`hiro::Widget::setGeometry` is called recursively), so I had to lock it to only happen on the top level widgets (the child ones should get resized while waiting on the top-level ones, so it should be fine in practice), and also only run it on realized widgets. Even still, I'm getting ~3 timeouts when opening the settings dialog in higan, but no other windows. But, this is the best I can do for now. And the reason for all of this pain? Yeah, updated the video code. So the Emulator::Interface now has this: struct VideoSize { uint width, height; }; //or requiem for a tuple auto videoSize() -> VideoSize; auto videoSize(uint width, uint height, bool arc) -> VideoSize; The first function, for now, is just returning the literal surface size. I may remove this ... one thing I want to allow for is cores that send different texture sizes based on interlace/hires/overscan/etc settings. The second function is more interesting. Instead of having the UI trying to figure out sizing, I figure the emulation cores can do a better job and we can customize it per-core now. So it gets the window's width and height, and whether the user asked for aspect correction, and then computes the best width/height ratio possible. For now they're all just doing multiples of a 1x scale to the UI 2x,3x,4x modes. We still need a third function, which will probably be what I repurpose videoSize() for: to return the 'effective' size for pixel shaders, to then feed into ruby, to then feed into quark, to then feed into our shaders. Since shaders use normalized coordinates for pixel fetching, this should work out just fine. The real texture size will be exposed to quark shaders as well, of course. Now for the main window ... it's just hard-coded to be 640x480, 960x720, 1280x960 for now. It works nicely for some cores on some modes, not so much for others. Work in progress I guess. I also took the opportunity to draw the about dialog box logo on the main window. Got a bit fancy and used the old spherical gradient and impose functionality of nall/image on it. Very minor highlight, nothing garish. Just something nicer than a solid black window. If you guys want to mess around with sizes, placements, and gradient styles/colors/shapes ... feel free. If you come up with something nicer, do share. That's what led to all the GTK hell ... the logo wasn't drawing right as you resized the window. But now it is, though I am not at all happy with the hacking I had to do. I also had to improve the video update code as a result of this: - when you unload a game, it blacks out the screen - if you are not quitting the emulator, it'll draw the logo; if you are, it won't - when you load a game, it black out the logo These options prevent any unsightliness from resizing the viewport with image data on it already I need to redraw the logo when toggling fullscreen with no game loaded as well for Windows, it seems. |
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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 | f48b332c83 |
Update to v099r08 release.
byuu says: Changelog: - nall/vfs work 100% completed; even SGB games load now - emulation cores now call load() for the base cartridges as well - updated port/device handling; portmask is gone; device ID bug should be resolved now - SNES controller port 1 multitap option was removed - added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp VRAM::size=0x10000; to enable) Overall, nall/vfs was a huge success!! We've substantially reduced the amount of boilerplate code everywhere, while still allowing (even easier than before) support for RAM-based game loading/saving. All of nall/stream is dead and buried. I am considering removing Emulator::Interface::Medium::id and/or bootable flag. Or at least, doing something different with it. The values for the non-bootable GB/BS/ST entries duplicate the ID that is supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use this as the hardware revision selection ID, and then gut non-bootable options. There's really no reason for that to be there. I think at one point I was using it to generate library tabs for non-bootable systems, but we don't do that anymore anyway. Emulator::Interface::load() may not need the required flag anymore ... it doesn't really do anything right now anyway. I have a few reasons for having the cores load the base cartridge. Most importantly, it is going to enable a special mode for the WonderSwan / WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's possible to boot these systems with no games inserted to set user profile information and such. There are also other systems that may accept being booted without a cartridge. To reach this state, you would load a game and then cancel the load dialog. Right now, this results in games not loading. The second reason is this prevents nasty crashes when loading fails. So if you're missing a required manifest, the emulator won't die a violent death anymore. It's able to back out at any point. The third reason is consistency: loading the base cartridge works the same as the slot cartridges. The fourth reason is Emulator::Interface::open(uint pathID) values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This complicated things because you had to pass the correct ID. But now instead, Emulator::Interface::load() returns maybe<uint> that is nothing when no game is selected, and a pathID for a valid game. And now open() can take this ID to access this game's folder contents. The downside, which is temporary, is that command-line loading is currently broken. But I do intend on restoring it. In fact, I want to do better than before and allow multi-cart booting from the command-line by specifying the base cartridge and then slot cartridges. The idea should be pretty simple: keep a queue of pending filenames that we fill from the command-line and/or drag-and-drop operations on the main window, and then empty out the queue or prompt for load dialogs from the UI when booting a system. This also might be a bit more unorthodox compared to the traditional emulator design of "loadGame(filename)", but ... oh well. It's easy enough still. The port/device changes are fun. We simplified things quite a bit. The portmask stuff is gone entirely. While ports and devices keep IDs, this is really just sugar-coating so UIs can use for(auto& port : emulator->ports) and access port.id; rather than having to use for(auto n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... }; but they should otherwise generally be identical to the order they appear in their respective ranges. Still, don't rely on that. Input::id is gone. There was no point since we also got rid of the nasty Input::order vector. Since I was in here, I went ahead and caved on the pedantics and renamed Input::guid to Input::userData. I removed the SNES controller port 1 multitap option. Basically, the only game that uses this is N-warp Daisakusen and, no offense to d4s, it's not really a good game anyway. It's just a quick demo to show 8-players on the SNES. But in the UI, all it does is confuse people into wasting time mapping a controller they're never going to use, and they're going to wonder which port to use. If more compelling use cases for 8-players comes about, we can reconsider this. I left all the code to support this in place, so all you have to do is uncomment one line to enable it again. We now have dsnes emulation! :D If you change PPU::VRAM::size to 0x10000 (words), then you should now have 128KiB of VRAM. Even better, it serializes the used-VRAM size, so your save states shouldn't crash on you if you swap between the two (though if you try this, you're nuts.) Note that this option does break commercial software. Yoshi's Island in particular. This game is setting A15 on some PPU register writes, but not on others. The end result of this is things break horribly in-game. Also, this option is causing a very tiny speed hit for obvious reasons with the variable masking value (I'm even using size-1 for now.) Given how niche this is, I may just leave it a compile-time constant to avoid the overhead cost. Otherwise, if we keep the option, then it'll go into Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future. ---- Finally, some fun for my OCD ... my monitor suddenly cut out on me in the middle of working on this WIP, about six hours in of non-stop work. Had to hit a bunch of ctrl+alt+fN commands (among other things) and trying to log in headless on another TTY to do issue commands, trying to recover the display. Finally power cycled the monitor and it came back up. So all my typing ended up going to who knows where. Usually this sort of thing terrifies me enough that I scrap a WIP and start over to ensure I didn't screw anything up during the crashed screen when hitting keys randomly. Obviously, everything compiles and appears to work fine. And I know it's extremely paranoid, but OCD isn't logical, so ... I'm going to go over every line of the 100KiB r07->r08 diff looking for any corruption/errors/whatever. ---- Review finished. r08 diff review notes: - fc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - gb/cartridge/cartridge.hpp: remove redundant uint _pathID; (in Information::pathID already) - gb/cartridge/cartridge.hpp: pull sha256 inside Information - sfc/cartridge/load/cpp: add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more descriptive - sfc/controller/gamepad/gamepad.cpp: use uint device = ID::Device::Gamepad; not id = ...; - sfc/interface/interface.cpp: remove n variable from the Multitap device input generation loop (now unused) - sfc/interface/interface.hpp: put struct Port above struct Device like the other classes - ui-tomoko: cheats.bml is reading from/writing to mediumPaths(0) [system folder instead of game folder] - ui-tomoko: instead of mediumPaths(1) - call emulator->metadataPathID() or something like that |
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Tim Allen | 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 | 40abcfc4a5 |
Update to v099r04 release.
byuu says: Changelog: - lots of code cleanups to processor/r6502 (the switch.cpp file is only halfway done ...) - lots of code cleanups to fc/cpu - removed fc/input - implemented fc/controller hex_usr, you may not like this, but I want to keep the controller port and expansion port interface separate, like I do with the SNES. I realize the NES' is used more for controllers, and the SNES' more for hardware expansions, but ... they're not compatible pinouts and you can't really connect one to the other. Right now, I've only implemented the controller portion. I'll have to get to the peripheral portion later. Also, the gamepad implementation there now may be wrong. It's based off the Super Famicom version obviously. I'm not sure if the Famicom has different behavior with latching $4016 writes, or not. But, it works in Mega Man II, so it's a start. Everyone, be sure to remap your controls, and then set port 1 -> gamepad after loading your first Famicom game with the new WIP. |
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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 | e2ee6689a0 |
Update to v098r06 release.
byuu says: Changelog: - emulation cores now refresh video from host thread instead of cothreads (fix AMD crash) - SFC: fixed another bug with leap year months in SharpRTC emulation - SFC: cleaned up camelCase on function names for armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes - GB: added MBC1M emulation (requires manually setting mapper=MBC1M in manifest.bml for now, sorry) - audio: implemented Emulator::Audio mixer and effects processor - audio: implemented Emulator::Stream interface - it is now possible to have more than two audio streams: eg SNES + SGB + MSU1 + Voicer-Kun (eventually) - audio: added reverb delay + reverb level settings; exposed balance configuration in UI - video: reworked palette generation to re-enable saturation, gamma, luminance adjustments - higan/emulator.cpp is gone since there was nothing left in it I know you guys are going to say the color adjust/balance/reverb stuff is pointless. And indeed it mostly is. But I like the idea of allowing some fun special effects and configurability that isn't system-wide. Note: there seems to be some kind of added audio lag in the SGB emulation now, and I don't really understand why. The code should be effectively identical to what I had before. The only main thing is that I'm sampling things to 48000hz instead of 32040hz before mixing. There's no point where I'm intentionally introducing added latency though. I'm kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be much appreciated :/ I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as well, and that would be very bad. |
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Tim Allen | 12df278c5b |
Update to v096r08 release.
byuu says: Changelog: - FC: scanline emulation support added - SFC: balanced profile compiles again - SFC: performance profile compiles again - GB,GBC: more fixes to pass blargg's 07, 08, 11 APU tests - tomoko: added input loss { pause, allow-input } options - tomoko: refactored settings video menu options to { Video Scale, Video Emulation, Video Shader } - icarus: connected { About, Preferences, Quit } application menu options |
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Tim Allen | cec33c1d0f |
Update to v096r07 release.
byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan |
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Tim Allen | 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 | 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 | 4e2eb23835 |
Update to v093 release.
byuu says: Changelog: - added Cocoa target: higan can now be compiled for OS X Lion [Cydrak, byuu] - SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ] - fixed a slight bug in SNES/SA-1 VBR support caused by a typo - added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+) - added game library path (used by ananke->Import Game) to Settings->Advanced - system profiles, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share on Linux) - all configuration files are in BML format now, instead of XML (much easier to read and edit this way) - main window supports drag-and-drop of game folders (but not game files / ZIP archives) - audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver) - a substantial amount of code clean-up (probably the biggest refactoring to date) One highly desired target for this release was to default to the optimal drivers instead of the safest drivers, but because AMD drivers don't seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD has too big a market share. Hopefully with v093 officially released, we can get some public input on what AMD doesn't like. |
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Tim Allen | 75dab443b4 |
Update to v092r08 release.
byuu says: Changelog: - fixed cartridge load window focus on Windows - lots of updates to nall, ruby and phoenix - ethos and Emulator::Interface updated from "foo &bar" to "foo& bar" syntax (work-in-progress) Before I had mixed the two ways to declare variables/arguments all over the place, so the goal is to unify them all for consistency. So the changelog for this release will be massive (750KB >.>) due to the syntax change. Yeah, that's what I spent the last three days working on ... |
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Tim Allen | bbc33fe05f |
Update to higan v092r01, ananke v02r01 and purify v03r01 releases.
byuu says: higan changelog: - compiler is set to g++-4.7, subst(cc,++) rule is gone, C files compile with $(compiler) -x c - make throws an error when you specify an invalid profile or compile on an unsupported platform (instead of hanging forever) - added unverified.png to resources (causes too big of a speed hit to actually check for folder/unverified file ... so disabled for now) - fixed default browser paths for Game Boy, Sufami Turbo and BS-X Satellaview (have to delete paths.cfg to see this) - browser home button seeks to configpath()/higan/library.cfg - settings->driver is now settings->advanced, and it adds game library path setting and profile information - emulation cores now load manifest files internally, manifest.bml is not required for a game folder to be recognized by higan as such - BS-X Satellaview and Sufami Turbo slot cartridge handling moved out of sfc/chip and into sfc/slot - Video::StartFullScreen only sets fullscreen when a game is specified on the command-line purify and ananke changelog: - library output path shown in purify window - added button to change library path - squelch firmware warning windows to prevent multi-threading crash, but only via purify (they show up in higan still) |
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Tim Allen | d59ae34e12 |
Update to higan v091r14 and ananke v00r03 releases.
byuu says: higan changelog: - generates title displayed in emulator window by asking the core - core builds title solely from "information/title" ... if it's not there, you don't get a title at all - sub-system load menu is gone ... since there are multiple revisions of the SGB, this never really worked well anyway - to load an SGB, BS-X or ST cartridge, load the base cartridge first - "File->Load Game" moved to "Load->Import Game" ... may cause a bit of confusion to new users, but I don't like having a single-item menu, we'll just have to explain it to new users - browser window redone to look like ananke - home button here goes to ~/Emulation rather than just ~ like ananke, since this is the home of game folders - game folder icon is now the executable icon for the Tango theme (orange diamond), meant to represent a complete game rather than a game file or archive ananke changelog: - outputs GBC games to "Game Boy Color/" instead of "Game Boy/" - adds the file basename to "information/title" Known issues: - using ananke to load a GB game trips the Super Famicom SGB mode and fails (need to make the full-path auto-detection ignore non-bootable systems) - need to dump and test some BS-X media before releasing - ananke lacks BS-X Satellaview cartridge support - v092 isn't going to let you retarget the ananke/higan game folder path of ~/Emulation, you will have to wait for a future version if that bothers you so greatly [Later, after the v092 release, byuu posted this additional changelog: - kill laevateinn - add title() - add bootable, remove load - combine file, library - combine [][][] paths - fix SFC subtype handling XML->BML - update file browser to use buttons - update file browser keyboard handling - update system XML->BML - fix sufami turbo hashing - remove Cartridge::manifest ] |
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Tim Allen | 94b2538af5 |
Update to higan v091 release.
byuu says: Basically just a project rename, with s/bsnes/higan and the new icon from lowkee added in. It won't compile on Windows because I forgot to update the resource.rc file, and a path transform command isn't working on Windows. It was really just meant as a starting point, so that v091 WIPs can flow starting from .00 with the new name (it overshadows bsnes v091, so publicly speaking this "shouldn't exist" and will probably be deleted from Google Code when v092 is ready.) |