mirror of https://github.com/bsnes-emu/bsnes.git
12 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 8476f35153 |
Update to v102r28 release.
byuu says: Changelog: - higan: `Emulator::<Platform::load>()` now returns a struct containing both a path ID and a string option - higan: `Emulator::<Platform::load>()` now takes an optional final argument of string options - fc: added PAL emulation (finally, only took six years) - md: added PAL emulation - md: fixed address parameter to `VDP::Sprite::write()`; fixes missing sprites in Super Street Fighter II - md: emulated HIRQ counter; fixes many games - Super Street Fighter II - status bar - Altered Beast - status bar - Sonic the Hedgehog - Labyrinth Zone - water effect - etc. - ms: added PAL emulation - sfc: added the ability to override the default region auto-detection - sfc: removed "system.region" override setting from `Super Famicom.sys` - tomoko: added options list to game folder load dialog window - tomoko: added the ability to specify game folder load options on the command-line So, basically ... Sega forced a change with the way region detection works. You end up with games that can run on multiple regions, and the content changes accordingly. Bare Knuckle in NTSC-J mode will become Streets of Rage in NTSC-U mode. Some games can even run in both NTSC and PAL mode. In my view, there should be a separate ROM for each region a game was released in, even if the ROM content were identical. But unfortunately that's not how things were done by anyone else. So to support this, the higan load dialog now has a drop-down at the bottom-right, where you can choose the region to load games from. On the SNES, it defaults to "Auto", which will pull the region setting from the manifest, or fall back on NTSC. On the Mega Drive ... unfortunately, I can't auto-detect the region from the ROM header. $1f0 is supposed to contain a string like "JUE", but instead you get games like Maui Mallard that put an "A" there, and other such nonsense. Sega was far more lax than Nintendo with the ROM header validity. So for now at least, you have to manually select your region every time you play a Mega Drive game, thus you have "NTSC-J", "NTSC-U", and "PAL". The same goes for the Master System for the same reason, but there's only "NTSC" and "PAL" here. I'm not sure if games have a way to detect domestic vs international consoles. And for now ... the Famicom is the same as well, with no auto-detection. I'd sincerely hope iNES has a header bit for the region, but I didn't bother with updating icarus to support that yet. The way to pass these parameters on the command-line is to prefix the game path with "option:", so for example: higan "PAL:/path/to/Sonic the Hedgehog (USA, Europe).md" If you don't provide a prefix, it uses the default (NTSC-J, NTSC, or Auto.) Obviously, it's not possible to pass parameters with drag-and-drop, so you will always get the default option in said case. |
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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. |
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Tim Allen | fa6cbac251 |
Update to v102r06 release.
byuu says: Changelog: - added higan/emulator/platform.hpp (moved out Emulator::Platform from emulator/interface.hpp) - moved gmake build paramter to nall/GNUmakefile; both higan and icarus use it now - added build=profile mode - MD: added the region select I/O register - MD: started to add region selection support internally (still no external select or PAL support) - PCE: added cycle stealing when reading/writing to the VDC or VCE; and when using ST# instructions - PCE: cleaned up PSG to match the behavior of Mednafen (doesn't improve sound at all ;_;) - note: need to remove loadWaveSample, loadWavePeriod - HuC6280: ADC/SBC decimal mode consumes an extra cycle; does not set V flag - HuC6280: block transfer instructions were taking one cycle too many - icarus: added code to strip out PC Engine ROM headers - hiro: added options support to BrowserDialog The last one sure ended in failure. The plan was to put a region dropdown directly onto hiro::BrowserDialog, and I had all the code for it working. But I forgot one important detail: the system loads cartridges AFTER powering on, so even though I could technically change the system region post-boot, I'd rather not do so. So that means we have to know what region we want before we even select a game. Shit. |
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Tim Allen | 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 | 26bd7590ad |
Update to v101r32 release.
byuu says: Changelog: - SMS: fixed controller connection bug - SMS: fixed Z80 reset bug - PCE: emulated HuC6280 MMU - PCE: emulated HuC6280 RAM - PCE: emulated HuCard ROM reading - PCE: implemented 178 instructions - tomoko: removed "soft reset" functionality - tomoko: moved "power cycle" to just above "unload" option I'm not sure of the exact number of HuC6280 instructions, but it's less than 260. Many of the ones I skipped are HuC6280-originals that I don't know how to emulate just yet. I'm also really unsure about the zero page stuff. I believe we should be adding 0x2000 to the addresses to hit page 1, which is supposed to be mapped to the zero page (RAM). But when I look at turboEMU's source, I have no clue how the hell it could possibly be doing that. It looks to be reading from page 0, which is almost always ROM, which would be ... really weird. I also don't know if I've emulated the T mode opcodes correctly or not. The documentation on them is really confusing. |
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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 | 5df717ff2a |
Update to v101r12 release.
byuu says: Changelog: - new md/bus/ module for bus reads/writes - abstracts byte/word accesses wherever possible (everything but RAM; forces all but I/O to word, I/O to byte) - holds the system RAM since that's technically not part of the CPU anyway - added md/controller and md/system/peripherals - added emulation of gamepads - added stub PSG audio output (silent) to cap the framerate at 60fps with audio sync enabled - fixed VSRAM reads for plane vertical scrolling (two bugs here: add instead of sub; interlave plane A/B) - mask nametable read offsets (can't exceed 8192-byte nametables apparently) - emulated VRAM/VSRAM/CRAM reads from VDP data port - fixed sprite width/height size calculations - added partial emulation of 40-tile per scanline limitation (enough to fix Sonic's title screen) - fixed off-by-one sprite range testing - fixed sprite tile indexing - Vblank happens at Y=224 with overscan disabled - unsure what happens when you toggle it between Y=224 and Y=240 ... probably bad things - fixed reading of address register for ADDA, CMPA, SUBA - fixed sign extension for MOVEA effect address reads - updated MOVEM to increment the read addresses (but not writeback) for (aN) mode With all of that out of the way, we finally have Sonic the Hedgehog (fully?) playable. I played to stage 1-2 and through the special stage, at least. EDIT: yeah, we probably need HIRQs for Labyrinth Zone. Not much else works, of course. Most games hang waiting on the Z80, and those that don't (like Altered Beast) are still royally screwed. Tons of features still missing; including all of the Z80/PSG/YM2612. A note on the perihperals this time around: the Mega Drive EXT port is basically identical to the regular controller ports. So unlike with the Famicom and Super Famicom, I'm inheriting the exension port from the controller class. |
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Tim Allen | 1df2549d18 |
Update to v101r04 release.
byuu says: Changelog: - pulled the (u)intN type aliases into higan instead of leaving them in nall - added 68K LINEA, LINEF hooks for illegal instructions - filled the rest of the 68K lambda table with generic instance of ILLEGAL - completed the 68K disassembler effective addressing modes - still unsure whether I should use An to decode absolute addresses or not - pro: way easier to read where accesses are taking place - con: requires An to be valid; so as a disassembler it does a poor job - making it optional: too much work; ick - added I/O decoding for the VDP command-port registers - added skeleton timing to all five processor cores - output at 1280x480 (needed for mixed 256/320 widths; and to handle interlace modes) The VDP, PSG, Z80, YM2612 are all stepping one clock at a time and syncing; which is the pathological worst case for libco. But they also have no logic inside of them. With all the above, I'm averaging around 250fps with just the 68K core actually functional, and the VDP doing a dumb "draw white pixels" loop. Still way too early to tell how this emulator is going to perform. Also, the 320x240 mode of the Genesis means that we don't need an aspect correction ratio. But we do need to ensure the output window is a multiple 320x240 so that the scale values work correctly. I was hard-coding aspect correction to stretch the window an additional \*8/7. But that won't work anymore so ... the main higan window is now 640x480, 960x720, or 1280x960. Toggling aspect correction only changes the video width inside the window. It's a bit jarring ... the window is a lot wider, more black space now for most modes. But for now, it is what it is. |
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Tim Allen | ca277cd5e8 |
Update to v100r14 release.
byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP. |
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Tim Allen | 1c0ef793fe |
Update to v100r04 release.
byuu says: I now have enough of three instructions implemented to get through the first four instructions in Sonic the Hedgehog. But they're far from complete. The very first instruction uses EA addressing, which is similar to x86's ModRM in terms of how disgustingly complex it is. And it also accesses Z80 control registers, which obviously isn't going to do anything yet. The slow speed was me being stupid again. It's not 7.6MHz per frame, it's 7.67MHz per second. So yeah, speed is so far acceptable again. But we'll see how things go as I keep emulating more. The 68K decode is not pretty at all. |
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Tim Allen | 76a8ecd32a |
Update to v100r03 release.
byuu says: Changelog: - moved Thread, Scheduler, Cheat functionality into emulator/ for all cores - start of actual Mega Drive emulation (two 68K instructions) I'm going to be rather terse on MD emulation, as it's too early for any meaningful dialogue here. |
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Tim Allen | 3dd1aa9c1b |
Update to v100r02 release.
byuu says: Sigh ... I'm really not a good person. I'm inherently selfish. My responsibility and obligation right now is to work on loki, and then on the Tengai Makyou Zero translation, and then on improving the Famicom emulation. And yet ... it's not what I really want to do. That shouldn't matter; I should work on my responsibilities first. Instead, I'm going to be a greedy, self-centered asshole, and work on what I really want to instead. I'm really sorry, guys. I'm sure this will make a few people happy, and probably upset even more people. I'm also making zero guarantees that this ever gets finished. As always, I wish I could keep these things secret, so if I fail / give up, I could just drop it with no shame. But I would have to cut everyone out of the WIP process completely to make it happen. So, here goes ... This WIP adds the initial skeleton for Sega Mega Drive / Genesis emulation. God help us. (minor note: apparently the new extension for Mega Drive games is .md, neat. That's what I chose for the folders too. I thought it was .smd, so that'll be fixed in icarus for the next WIP.) (aside: this is why I wanted to get v100 out. I didn't want this code in a skeleton state in v100's source. Nor did I want really broken emulation, which the first release is sure to be, tarring said release.) ... So, basically, I've been ruminating on the legacy I want to leave behind with higan. 3D systems are just plain out. I'm never going to support them. They're too complex for my abilities, and they would run too slowly with my design style. I'm not willing to compromise my design ideals. And I would never want to play a 3D game system at native 240p/480i resolution ... but 1080p+ upscaling is not accurate, so that's a conflict I want to avoid entirely. It's also never going to emulate computer systems (X68K, PC-98, FM-Towns, etc) because holy shit that would completely destroy me. It's also never going emulate arcade machines. So I think of higan as a collection of 2D emulators for consoles and handhelds. I've gone over every major 2D gaming system there is, looking for ones with games I actually care about and enjoy. And I basically have five of those systems supported already. Looking at the remaining list, I see only three systems left that I have any interest in whatsoever: PC-Engine, Master System, Mega Drive. Again, I'm not in any way committing to emulating any of these, but ... if I had all of those in higan, I think I'd be content to really, truly, finally stop writing more emulators for the rest of my life. And so I decided to tackle the most difficult system first. If I'm successful, the Z80 core should cover a lot of the work on the SMS. And the HuC6280 should land somewhere between the NES and SNES in terms of difficulty ... closer to the NES. The systems that just don't appeal to me at all, which I will never touch, include, but are not limited to: * Atari 2600/5200/7800 * Lynx * Jaguar * Vectrex * Colecovision * Commodore 64 * Neo-Geo * Neo-Geo Pocket / Color * Virtual Boy * Super A'can * 32X * CD-i * etc, etc, etc. And really, even if something were mildly interesting in there ... we have to stop. I can't scale infinitely. I'm already way past my limit, but I'm doing this anyway. Too many cores bloats everything and kills quality on everything. I don't want higan to become MESS v2. I don't know what I'll do about the Famicom Disk System, PC-Engine CD, and Mega CD. I don't think I'll be able to achieve 60fps emulating the Mega CD, even if I tried to. I don't know what's going to happen here with even the Mega Drive. Maybe I'll get driven crazy with the documentation and quit. Maybe it'll end up being too complicated and I'll quit. Maybe the emulation will end up way too slow and I'll give up. Maybe it'll take me seven years to get any games playable at all. Maybe Steve Snake, AamirM and Mike Pavone will pool money to hire a hitman to come after me. Who knows. But this is what I want to do, so ... here goes nothing. |