Commit Graph

19 Commits

Author SHA1 Message Date
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.
2017-06-26 11:41:58 +10:00
Tim Allen 04072b278b Update to v102r16 release.
byuu says:

Changelog:

  - Emulator::Stream now allows adding low-pass and high-pass filters
    dynamically
      - also accepts a pass# count; each pass is a second-order biquad
        butterworth IIR filter
  - Emulator::Stream no longer automatically filters out >20KHz
    frequencies for all streams
  - FC: added 20Hz high-pass filter; 20KHz low-pass filter
  - GB: removed simple 'magic constant' high-pass filter of unknown
    cutoff frequency (missed this one in the last WIP)
  - GB,SGB,GBC: added 20Hz high-pass filter; 20KHz low-pass filter
  - MS,GG,MD/PSG: added 20Hz high-pass filter; 20KHz low-pass filter
  - MD: added save state support (but it's completely broken for now;
    sorry)
  - MD/YM2612: fixed Voice#3 per-operator pitch support (fixes sound
    effects in Streets of Rage, etc)
  - PCE: added 20Hz high-pass filter; 20KHz low-pass filter
  - WS,WSC: added 20Hz high-pass filter; 20KHz low-pass filter

So, the point of the low-pass filters is to remove frequencies above
human hearing. If we don't do this, then resampling will introduce
aliasing that results in sounds that are audible to the human ear. Which
basically an annoying buzzing sound. You'll definitely hear the
improvement from these in games like Mega Man 2 on the NES. Of course,
these already existed before, so this WIP won't sound better than
previous WIPs.

The high-pass filters are a little more complicated. Their main role is
to remove DC bias and help to center the audio stream. I don't
understand how they do this at all, but ... that's what everyone who
knows what they're talking about says, thus ... so be it.

I have set all of the high-pass filters to 20Hz, which is below the
limit of human hearing. Now this is where it gets really interesting ...
technically, some of these systems actually cut off a lot of range. For
instance, the GBA should technically use an 800Hz high-pass filter when
output is done through the system's speakers. But of course, if you plug
in headphones, you can hear the lower frequencies.

Now 800Hz ... you definitely can hear. At that level, nearly all of the
bass is stripped out and the audio is very tinny. Just like the real
system. But for now, I don't want to emulate the audio being crushed
that badly.

I'm sticking with 20Hz everywhere since it won't negatively affect audio
quality. In fact, you should not be able to hear any difference between
this WIP and the previous WIP. But theoretically, DC bias should mostly
be removed as a result of these new filters. It may be that we need to
raise the values on some cores in the future, but I don't want to do
that until we know for certain that we have to.

What I can say is that compared to even older WIPs than r15 ... the
removal of the simple one-pole low-pass and high-pass filters with the
newer three-pass, second-order filters should result in much better
attenuation (less distortion of audible frequencies.) Probably not
enough to be noticeable in a blind test, though.
2017-03-09 07:20:40 +11:00
Tim Allen ee7662a8be Update to v102r04 release.
byuu says:

Changelog:
  - Super Game Boy support is functional once again
  - new GameBoy::SuperGameBoyInterface class
  - system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC
    Engine
  - merged WonderSwanInterface, WonderSwanColorInterface shared
    functions to WonderSwan::Interface
  - merged GameBoyInterface, GameBoyColorInterface shared functions to
    GameBoy::Interface
  - Interface::unload() now calls Interface::save() for Master System,
    Game Gear, Mega Drive, PC Engine, SuperGrafx
  - PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB
    file)
      - this means you can now save your progress in games like Neutopia
      - the PCE-CD I/O registers like BRAM write protect are not
        emulated yet
  - PCE: IRQ sources now hold the IRQ line state, instead of the CPU
    holding it
      - this fixes most SuperGrafx games, which were fighting over the
        VDC IRQ line previously
  - PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs
    are disabled
  - PCE: VCE and the VDCs now synchronize to each other; fixes pixel
    widths in all games
  - PCE: greatly increased the accuracy of the VPC priority selection
    code (windows may be buggy still)
  - HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs
    [Jonas Quinn]

The big thing I wanted to do was enslave the VDC(s) to the VCE. But
unfortunately, I forgot about the asynchronous DMA channels that each
VDC supports, so this isn't going to be possible I'm afraid.

In the most demanding case, Daimakaimura in-game, we're looking at 85fps
on my Xeon E3 1276v3. So ... not great, and we don't even have sound
connected yet.

We are going to have to profile and optimize this code once sound
emulation and save states are in.

Basically, think of it like this: the VCE, VDC0, and VDC1 all have the
same overhead, scheduling wise (which is the bulk of the performance
loss) as the dot-renderer for the SNES core. So it's like there's three
bsnes-accuracy PPU threads running just for video.

-----

Oh, just a fair warning ... the hooks for the SGB are a work in
progress.

If anyone is working on higan or a fork and want to do something similar
to it, don't use it as a template, at least not yet.

Right now, higan looks like this:

  - Emulator::Video handles the platform→videoRefresh calls
  - Emulator::Audio handles the platform→audioSample calls
  - each core hard-codes the platform→inputPoll, inputRumble calls
  - each core hard-codes calls to path, open, load to process files
  - dipSettings and notify are specialty hacks, neither are even hooked
    up right now to anything

With the SGB, it's an emulation core inside an emulation core, so
ideally you want to hook all of those functions. Emulator::Video and
Emulator::Audio aren't really abstractions over that, as the GB core
calls them and we have to special case not calling them in SGB mode.

The path, open, load can be implemented without hooks, thanks to the UI
only using one instance of Emulator::Platform for all cores. All we have
to do is override the folder path ID for the "Game Boy.sys" folder, so
that it picks "Super Game Boy.sfc/" and loads its boot ROM instead.
That's just a simple argument to GameBoy::System::load() and we're done.

dipSettings, notify and inputRumble don't matter. But we do also have to
hook inputPoll as well.

The nice idea would be for SuperFamicom::ICD2 to inherit from
Emulator::Platform and provide the desired functions that we need to
overload. After that, we'd just need the GB core to keep an abstraction
over the global Emulator::platform\* handle, to select between the UI
version and the SFC::ICD2 version.

However ... that doesn't work because of Emulator::Video and
Emulator::Audio. They would also have to gain an abstraction over
Emulator::platform\*, and even worse ... you'd have to constantly swap
between the two so that the SFC core uses the UI, and the GB core uses
the ICD2.

And so, for right now, I'm checking Model::SuperGameBoy() -> bool
everywhere, and choosing between the UI and ICD2 targets that way. And
as such, the ICD2 doesn't really need Emulator::Platform inheritance,
although it certainly could do that and just use the functions it needs.

But the SGB is even weirder, because we need additional new signals
beyond just Emulator::Platform, like joypWrite(), etc.

I'd also like to work on the Emulator::Stream for the SGB core. I don't
see why we can't have the GB core create its own stream, and let the
ICD2 just use that instead. We just have to be careful about the ICD2's
CPU soft reset function, to make sure the GB core's Stream object
remains valid. What I think that needs is a way to release an
Emulator::Stream individually, rather than calling
Emulator::Audio::reset() to do it. They are shared\_pointer objects, so
I think if I added a destructor function to remove it from
Emulator::Audio::streams, then that should work.
2017-01-26 12:06:06 +11:00
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.
2017-01-13 12:15:45 +11:00
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.
2016-07-30 13:56:12 +10:00
Tim Allen 67457fade4 Update to v099r13 release.
byuu says:

Changelog:
- GB core code cleanup completed
- GBA core code cleanup completed
- some more cleanup on missed processor/arm functions/variables
- fixed FC loading icarus bug
- "Load ROM File" icarus functionality restored
- minor code unification efforts all around (not perfect yet)
  - MMIO->IO
  - mmio.cpp->io.cpp
  - read,write->readIO,writeIO

It's been a very long work in progress ... starting all the way back with
v094r09, but the major part of the higan code cleanup is now completed! Of
course, it's very important to note that this is only for the basic style:

- under_score functions and variables are now camelCase
- return-type function-name() are now auto function-name() -> return-type
- Natural<T>/Integer<T> replace (u)intT_n types where possible
- signed/unsigned are now int/uint
- most of the x==true,x==false tests changed to x,!x

A lot of spot improvements to consistency, simplicity and quality have
gone in along the way, of course. But we'll probably never fully finishing
beautifying every last line of code in the entire codebase. Still,
this is a really great start. Going forward, WIP diffs should start
being smaller and of higher quality once again.

I know the joke is, "until my coding style changes again", but ... this
was way too stressful, way too time consuming, and way too risky. I'm
too old and tired now for extreme upheavel like this again. The only
major change I'm slowly mulling over would be renaming the using
Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as
easily confused with the (u)int_t types ... but we'll see. I'll definitely
continue to change small things all the time, but for the larger picture,
I need to just accept the style I have and live with it.
2016-06-29 21:10:28 +10:00
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.
2016-06-28 20:43:47 +10:00
Tim Allen fdc41611cf Update to v098r14 release.
byuu says:

Changelog:
- improved attenuation of biquad filter by computing butterworth Q
  coefficients correctly (instead of using the same constant)
- adding 1e-25 to each input sample into the biquad filters to try and
  prevent denormalization
- updated normalization from [0.0 to 1.0] to [-1.0 to +1.0]; volume/reverb
  happen in floating-point mode now
- good amount of work to make the base Emulator::Audio support any number
  of output channels
  - so that we don't have to do separate work on left/right channels;
    and can instead share the code for each channel
- Emulator::Interface::audioSample(int16 left, int16 right); changed to:
  - Emulator::Interface::audioSample(double* samples, uint channels);
  - samples are normalized [-1.0 to +1.0]
  - for now at least, channels will be the value given to
    Emulator::Audio::reset()
- fixed GUI crash on startup when audio driver is set to None

I'm probably going to be updating ruby to accept normalized doubles as
well; but I'm not sure if I will try and support anything other 2-channel
audio output. It'll depend on how easy it is to do so; perhaps it'll be
a per-driver setting.

The denormalization thing is fierce. If that happens, it drops the
emulator framerate from 220fps to about 20fps for Game Boy emulation. And
that happens basically whenever audio output is silent. I'm probably
also going to make a nall/denormal.hpp file at some point with
platform-specific functionality to set the CPU state to "denormals as
zero" where applicable. I'll still add the 1e-25 offset (inaudible)
as another fallback.
2016-06-01 21:23:22 +10:00
Tim Allen 7cdae5195a Update to v098r07 release.
byuu says:

Changelog:
- GB: support modeSelect and RAM for MBC1M (Momotarou Collection)
- audio: implemented native resampling support into Emulator::Stream
- audio: removed nall::DSP completely

Unfortunately, the new resampler didn't turn out quite as fast as I had
hoped. The final hermite resampling added some overhead; and I had to
bump up the kernel count to 500 from 400 to get the buzzing to go away
on my main PC. I think that's due to it running at 48000hz output
instead of 44100hz output, maybe?

Compared to Ryphecha's:
(NES) Mega Man 2: 167fps -> 166fps
(GB) Mega Man II: 224fps -> 200fps
(WSC) Riviera: 143fps -> 151fps

Odd that the WS/WSC ends up faster while the DMG/CGB ends up slower.

But this knocks 922 lines down to 146 lines. The only files left in all
of higan not written (or rewritten) by me are ruby/xaudio2.h and
libco/ppc.c
2016-04-23 17:55:59 +10:00
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.
2016-04-22 23:35:51 +10:00
Tim Allen 6c83329cae Update to v097r13 release.
byuu says:

I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.

Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.

Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.

Also updated icarus gmake install rule to copy over the database.
2016-02-09 22:51:12 +11:00
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
2016-01-17 19:59:25 +11:00
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
2016-01-15 21:28:51 +11:00
Tim Allen 82ec876302 Update to v096r05 release.
byuu says:

Changelog:
- GB: re-enabling the LCD resets the display to LY=0,LX=0 [1]
- GB: emulated new findings (as of today!) for a DMG quirk that triggers
  an extra OAM STAT IRQ when Vblank STAT IRQs are off
- GB: made VBK, BGPI, OBPI readable
- GB: fixed APU length operations
- GB: fixed APU sweep operations
- NES: fixed cartridge/ -> board/ manifest lookups for mirroring/pinous
- hiro/Cocoa: added endrift's plist keys

Fixed:
- Astro Rabby is fully playable, even the title screen works correctly
- Bomb Jack is fully playable
- Kirby's Dream Land 2 intro scrolling first scanline of Rick is now fixed
- GBVideoPlayer functions correctly [2]
- Shin Megami Tensei: Devichil series regression fixed

[1] doesn't pass oam_bug-2/1-lcd_sync; because it seems to want
LY=0,LX>0, and I can't step the PPU in a register write as it's not
a state machine; the effect is emulated, it just starts the frame a tiny
bit sooner. blargg's testing is brutal, you can't be even one cycle off
or the test will fail.

[2] note that you will need the GBC Display Emulation shader from
hunterk's repository, or it will look like absolute shit. The
inter-frame blending is absolutely critical here.
2016-01-12 22:08:34 +11:00
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.
2016-01-11 21:31:30 +11:00
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.
2015-12-30 17:54:59 +11:00
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.
2013-08-18 13:21:14 +10:00
Tim Allen 29ea5bd599 Update to v092r09 release.
byuu says:

This will be another massive diff from the previous version.

All of higan was updated to use the new foo& bar syntax, and I also
updated switch statements to be consistent as well (but not in the
disassemblers, was starting to get an RSI just from what I already did.)

phoenix/{windows, cocoa, qt} need to be updated to use "string foo"
instead of "const string& foo", and after that, the major diffs should
be finished.

This archive is the first time I'm posting my copy-on-write,
size+capacity nall::string class, so any feedback on that is welcome as
well.
2013-05-05 19:21:30 +10:00
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.)
2012-12-26 17:46:36 +11:00