* WARNING: Backward-incompatibility!
Previously appending using '+=' to an empty variable would result in a value
starting with a space. Now the initial space is only added if the variable
already contains some value. Similarly, appending an empty string does not
add a trailing space.
https://lwn.net/Articles/810071/
* improved appended firmware detection [devinacker]
* added dynamic rate control support to ALSA and PulseAudio drivers [RedDwarf]
* added option to use native file dialogs
SFC: Disable color blending for first hires pixel with accuracy PPU
(fixes a green scanline on the left-edge of Jurassic Park)
libco: Don't include <sys/mman.h> when not using mprotect
nall: Detect Windows without invoking uname [Alcaro]
Added fully working deterministic save state support (non-portable.)
Rewind is now 100% deterministic, disk save states are still portable.
Added run-ahead support.
Rename hiro::Property to hiro::Attribute
Disable XChaCha20 CSPRNG on Android for now due to compilation issues
Add macOS IOKit joypad support [Sintendo]
byuu says:
- bsnes: added video filters from bsnes v082
- bsnes: added ZSNES snow effect option when games paused or unloaded
(no, I'm not joking)
- bsnes: added 7-zip support (LZMA 19.00 SDK)
[Recent higan WIPs have also mentioned bsnes changes, although the higan code
no longer includes the bsnes code. These changes include:
- higan, bsnes: added EXLOROM, EXLOROM-RAM, EXHIROM mappings
- higan, bsnes: focus the viewport after leaving fullscreen exclusive
mode
- bsnes: re-added mightymo's cheat code database
- bsnes: improved make install rules for the game and cheat code
databases
- bsnes: delayed construction of hiro::Window objects to properly show
bsnes window icons
- Ed.]
byuu says:
Don't let the point release fool you, there are many significant changes in this
release. I will be keeping bsnes releases using a point system until the new
higan release is ready.
Changelog:
- GUI: added high DPI support
- GUI: fixed the state manager image preview
- Windows: added a new waveOut driver with support for dynamic rate control
- Windows: corrected the XAudio 2.1 dynamic rate control support [BearOso]
- Windows: corrected the Direct3D 9.0 fullscreen exclusive window centering
- Windows: fixed XInput controller support on Windows 10
- SFC: added high-level emulation for the DSP1, DSP2, DSP4, ST010, and Cx4
coprocessors
- SFC: fixed a slight rendering glitch in the intro to Megalomania
If the coprocessor firmware is missing, bsnes will fallback on HLE where it is
supported, which is everything other than SD Gundam GX and the two Hayazashi
Nidan Morita Shougi games.
The Windows dynamic rate control works best with Direct3D in fullscreen
exclusive mode. I recommend the waveOut driver over the XAudio 2.1 driver, as it
is not possible to target a single XAudio2 version on all Windows OS releases.
The waveOut driver should work everywhere out of the box.
Note that with DRC, the synchronization source is your monitor, so you will
want to be running at 60hz (NTSC) or 50hz (PAL). If you have an adaptive sync
monitor, you should instead use the WASAPI (exclusive) or ASIO audio driver.
byuu says:
The bad instruction was due to the instruction before it fetching one
too many bytes. Didn't notice right away as the disassembler got it
right.
The register map was incorrect on the active 16-bit flags.
I fixed and improved some other things along those lines. Hooked up some
basic KnGE (VPU) timings, made it print out VRAM and some of the WRAM
onto the screen each frame, tried to drive Vblank and Hblank IRQs, but
... I don't know for sure what vector addresses they belong to.
MAME says "INT4" for Vblank, and says nothing for Hblank. I am wildly
guessing INT4==SWI 4==0xffff10, but ... I have no idea. I'm also not
emulating the interrupts properly based on line levels, I'm just firing
on the 0→1 transitions. Sounds like Vblank is more nuanced too, but I
guess we'll see.
Emulation is running further along now, even to the point of it
successfully enabling the KnGE IRQs, but VRAM doesn't appear to get much
useful stuff written into it yet.
I reverted the nall/primitive changes, so request for testing is I guess
rescinded, for whatever it was worth.
byuu says:
Changelog:
- fixed a few TLCS900H CPU and disassembler bugs
- hooked up a basic Neo Geo Pocket emulator skeleton and memory map;
can run a few instructions from the BIOS
- emulated the flash memory used by Neo Geo Pocket games
- added sourcery to the higan source archives
- fixed ternary expressions in sfc/ppu-fast [hex_usr]
byuu says:
Changelog:
- reverted nall/inline-if.hpp usage for now, since the
nall/primitives.hpp math operators still cast to (u)int64_t
- improved nall/primitives.hpp more; integer8 x = -128; print(-x) will
now print 128 (unary operator+ and - cast to (u)int64_t)
- renamed processor/lr35902 to processor/sm83; after the Sharp SM83
CPU core [gekkio discovered the name]
- a few bugfixes to the TLCS900H CPU core
- completed the disassembler for the TLCS900H core
As a result of reverting most of the inline if stuff, I guess the
testing priority has been reduced. Which is probably a good thing,
considering I seem to have a smaller pool of testers these days.
Indeed, the TLCS900H core has ended up at 131KiB compared to the M68000
core at 128KiB. So it's now the largest CPU core in all of higan. It's
even more ridiculous because the M68000 core would ordinarily be quite a
bit smaller, had I not gone overboard with the extreme templating to
reduce instruction decoding overhead (you kind of have to do this for
RISC CPUs, and the inverted design of the TLCS900H kind of makes it
infeasible to do the same there.)
This CPU core is bound to have dozens of extremely difficult CPU bugs,
and there's no easy way for me to test them. I would greatly appreciate
any help in looking over the core for bugs. A fresh pair of eyes to spot
a mistake could save me up to several days of tedious debugging work.
The core still isn't ready to actually be tested: I have to hook up
cartridge loading, a memory bus, interrupts, timers, and the micro DMA
controller before it's likely that anything happens at all.
byuu says:
First 32 instructions implemented in the TLCS900H disassembler. Only 992
to go!
I removed the use of anonymous namespaces in nall. It was something I
rarely used, because it rarely did what I wanted.
I updated all nested namespaces to use C++17-style namespace Foo::Bar {}
syntax instead of classic C++-style namespace Foo { namespace Bar {}}.
I updated ruby::Video::acquire() to return a struct, so we can use C++17
structured bindings. Long term, I want to get away from all functions
that take references for output only. Even though C++ botched structured
bindings by not allowing you to bind to existing variables, it's even
worse to have function calls that take arguments by reference and then
write to them. From the caller side, you can't tell the value is being
written, nor that the value passed in doesn't matter, which is terrible.
byuu says:
Any usage of natural and integer cast to 64-bit math operations now.
Hopefully this will be the last of the major changes for a bit on
nall/primitives, at least until serious work begins on removing implicit
conversion to primitive types.
I also completed the initial TLCS900H core, sans SWI (kind of a ways off
from support interrupts.) I really shouldn't say completed, though. The
micro DMA unit is missing, interrupt priority handling is missing,
there's no debugger, and, of course, there's surely dozens of absolutely
critical CPU bugs that are going to be an absolute hellscape nightmare
to track down.
It was a damn shame, right up until the very last eight instructions,
[CP|LD][I|D](R), the instruction encoding was consistent. Of course,
there could be other inconsistencies that I missed. In fact, that's
somewhat likely ... sigh.
byuu says:
This WIP is just work on nall/primitives ...
Basically, I'm coming to the conclusion that it's just not practical to
try and make Natural/Integer implicitly castable to primitive signed and
unsigned integers. C++ just has too many edge cases there.
I also want to get away from the problem of C++ deciding that all math
operations return 32-bit values, unless one of the parameters is 64-bit,
in which case you get a 64-bit value. You know, so things like
array[-1] won't end up accessing the 4 billionth element of the array.
It's nice to be fancy and minimally size operations (eg 32-bit+32-bit =
33-bit), but it's just too unintuitive. I think all
Natural<X>+Natural<Y> expessions should result in a Natural<64> (eg
natural) type.
nall/primitives/operators.hpp has been removed, and new
Natural<>Natural / Integer<>Integer casts exist. My feeling is that
signed and unsigned types should not be implicitly convertible where
data loss can occur. In the future, I think an integer8*natural8 is
fine to return an integer64, and the bitwise operators are probably all
fine between the two types. I could probably add
(Integer,Natural)+Boolean conversions as well.
To simplify expressions, there are new user-defined literals for _b
(boolean), _n (natural), _i (integer), _r (real), _n# (eg _n8),
_i# (eg _i8), _r# (eg _r32), and _s (nall::string).
In the long-term, my intention is to make the conversion and cast
constructors explicit for primitive types, but obviously that'll shatter
most of higan, so for now that won't be the case.
Something I can do in the future is allow implicit conversion and
casting to (u)int64_t. That may be a nice balance.
byuu says:
I've implemented a lot more TLCS900H instructions. There are currently
20 missing spots, all of which are unique instructions (well, MINC and
MDEC could be considered pairs of 3 each), from a map of 1024 slots.
After that, I have to write the disassembler. Then the memory bus. Then
I get to start the fun process of debugging this monstrosity.
Also new is nall/inline-if.hpp. Note that this file is technically a war
crime, so be careful when opening it. This replaces ternary() from the
previous WIP.
byuu says:
So this turned out to be a rather unproductive ten-hour rabbit hole, but
...
I reworked nall/primitives.hpp a lot. And because the changes are
massive, testing of this WIP for regressions is critically important. I
really can't stress that enough, we're almost certainly going to have
some hidden regressions here ...
We now have a nall/primitives/ subfolder that splits up the classes into
manageable components. The bit-field support is now shared between both
Natural and Integer. All of the assignment operator overloads are now
templated and take references instead of values. Things like the
GSU::Register class are non-copyable on account of the function<>
object inside of it, and previously only operator= would work with
classes like that.
The big change is nall/primitives/operators.hpp, which is a really
elaborate system to compute the minimum number of bits needed for any
operation, and to return a Natural<T> or Integer<T> when one or both of
the arguments are such a type.
Unfortunately, it doesn't really work yet ... Kirby's Dream Land 3
breaks if we include operators.hpp. Zelda 3 runs fine with this, but I
had to make a huge amount of core changes, including introducing a new
ternary(bool, lhs, rhs) function to nall/algorithm to get past
Natural<X> and Natural<Y> not being equivalent (is_integral types get a
special exemption to ternary ?: type equivalence, yet it's impossible to
simulate with our own classes, which is bullshit.) The horrifying part
is that ternary() will evaluate both lhs and rhs, unlike ?:
I converted some of the functions to test ? uint(x) : uint(y), and
others to ternary(test, x, y) ... I don't have a strong preference
either way yet.
But the part where things may have gotten broken is in the changes to
where ternary() was placed. Some cases like in the GBA PPU renderer, it
was rather unclear the order of evaluations, so I may have made a
mistake somewhere.
So again, please please test this if you can. Or even better, look over
the diff.
Longer-term, I'd really like the enable nall/primitives/operators.hpp,
but right now I'm not sure why Kirby's Dream Land 3 is breaking. Help
would be appreciated, but ... it's gonna be really complex and difficult
to debug, so I'm probably gonna be on my own here ... sigh.
byuu says:
I added some useful new functions to nall/primitives:
auto Natural<T>::integer() const -> Integer<T>;
auto Integer<T>::natural() const -> Natural<T>;
These let you cast between signed and unsigned representation without
having to care about the value of T (eg if you take a Natural<T> as a
template parameter.) So for instance when you're given an unsigned type
but it's supposed to be a sign-extended type (example: signed
multiplication), eg Natural<T> → Integer<T>, you can just say:
x = y.integer() * z.integer();
The TLCS900H core gained some more pesky instructions such as DAA, BS1F,
BS1B.
I stole an optimization from RACE for calculating the overflow flag on
addition. Assuming: z = x + y + c;
Before: ~(x ^ y) & (x ^ z) & signBit;
After: (x ^ z) & (y ^ z) & signBit;
Subtraction stays the same. Assuming: z = x - y - c;
Same: (x ^ y) & (x ^ z) & signBit;
However, taking a speed penalty, I've implemented the carry computation
in a way that doesn't require an extra bit.
Adding before:
uint9 z = x + y + c;
c = z & 0x100;
Subtracting before:
uint9 z = x - y - c;
c = z & 0x100;
Adding after:
uint8 z = x + y + c;
c = z < x || z == x && c;
Subtracting after:
uint8 z = x - y - c;
c = z > x || z == x && c;
I haven't been able to code golf the new carry computation to be any
shorter, unless I include an extra bit, eg for adding:
c = z < x + c;
But that defeats the entire point of the change. I want the computation
to work even when T is uintmax_t.
If anyone can come up with a faster method, please let me know.
Anyway ... I also had to split off INC and DEC because they compute
flags differently (word and long modes don't set flags at all, byte mode
doesn't set carry at all.)
I also added division by zero support, although I don't know if it's
actually hardware accurate. It's what other emulators do, though.
byuu says:
This probably won't fix the use of register yet (I imagine ruby and hiro
will complain now), but ... oh well, it's a start. We'll get it
compiling again eventually.
I added JP, JR, JRL, LD instructions this time around. I'm also starting
to feel that Byte, Word, Long labels for the TLCS900H aren't really
working. There's cases of needing uint24, int8, int16, ... it may just
be better to name the types instead of trying to be fancy.
At this point, all of the easy instructions are in. Now it's down to a
whole lot of very awkward bit-manipulation and special-use instructions.
Sigh.
byuu says:
For this WIP, I added more TLCS900H instructions. All of the
ADC,ADD,SBB/SBC,SUB,AND,OR,XOR.CP,PUSH,POP instructions are in.
Still an incredible amount of work left to do on this core ... it has all kinds
of novel instructions that aren't on any other processors.
Still no disassembler support yet, so I can't even test what I'm doing. Fun!
byuu says:
I started working on the Toshiba TLCS900H CPU core today.
It's basically, "what if we took the Z80, added in 32-bit support, added
in SPARC register windows, added a ton of additional addressing modes,
added control registers, and added a bunch of additional instructions?"
-- or in other words, it's basically hell for me.
It took several hours just to wrap my head around the way the opcode
decoder needed to function, but I think I have a decent strategy for
implementing it now.
I should have all of the first-byte register/memory address decoding in
place, although I'm sure there's lots of bugs. I don't have anything in
the way of a disassembler yet.
byuu says:
The biggest change was improving WonderSwan emulation. With help from
trap15, I tracked down a bug where I was checking the wrong bit for
reverse DMA transfers. Then I also emulated VTOTAL to support variable
refresh rate. Then I improved HyperVoice emulation which should be
unsigned samples in three of four modes. That got Fire Lancer running
great. I also rewrote the disassembler. The old one disassembled many
instructions completely wrong, and deviated too much from any known x86
syntax. I also emulated some of the quirks of the V30 (two-byte POP into
registers fails, SALC is just XLAT mirrored, etc) which probably don't
matter unless someone tries to run code to verify it's a NEC CPU and not
an Intel CPU, but hey, why not?
I also put more work into the MSX skeleton, but it's still just a
skeleton with no real emulation yet.
byuu says:
Changelog:
- nall: converted range, iterator, vector to 64-bit
- added (very poor) ColecoVision emulation (including Coleco Adam
expansion)
- added MSX skeleton
- added Neo Geo Pocket skeleton
- moved audio,video,resource folders into emulator folder
- SFC heuristics: BS-X Town cart is "ZBSJ" [hex_usr]
The nall change is for future work on things like BPA: I need to be able
to handle files larger than 4GB. It is extremely possible that there are
still some truncations to 32-bit lurking around, and even more
disastrously, possibly some -1s lurking that won't sign-extend to
`(uint64_t)0-1`. There's a lot more classes left to do: `string`,
`array_view`, `array_span`, etc.
byuu says:
Changelog:
- added all pre-requisite to make install rule (note: only for higan,
icarus so far)
- added SG-1000 emulation
- added SC-3000 emulation (no keyboard support yet)
- added MS graphics mode 1 emulation (SC-1000)
- added MS graphics mode 2 emulation (F-16 Fighter)
- improve Audio::process() to prevent a possible hang
- higan: repeat monaural audio to both left+right speakers
- icarus: add heuristics for importing MSX games (not emulated in
higan yet in this WIP)
- added DC bias removal filter [jsd1982]
- improved Audio::Stream::reset() [jsd1982]
I was under the impression that the 20hz highpass filter would have
removed DC bias ... if not, then I don't know why I added that filter to
all of the emulation cores that have it. In any case, if anyone is up
for helping me out ... if we could analyze the output with and without
the DC bias filter to see if it's actually helping, then I'll enable it
if it is. To enable it, edit
higan/audio/stream.cpp::addDCRemovalFilter() and remove the return
statement at the top of the function.
byuu says:
Changelog:
- moved to GCC 8.2 and C++17
- fixed compilation under FreeBSD 12.0
- don't read beyond the file size in
SuperFamicom::Cartridge::loadMemory
- add missing I/O cycle HuC6280::instructionImmediate
- serialize Mega Drive's Game Genie state
- serialize SPC7110::Thread information
- enable 30-bit color depth support under the GLX/OpenGL 2.0 driver
(doesn't work with OpenGL 3.2 yet)
The 30-bit color depth option isn't super useful, but why not? I need to
update ruby to detect that the display is actually capable of it before
exposing an option that can result in the driver failing to initialize,
however.
byuu says:
This synchronizes bsnes/higan with many recent internal nall changes.
This will be the last WIP until I am situated in Japan. Apologies for the
bugfixes that didn't get applied yet, I ran out of time.
byuu says:
Changelog:
- gb/mbc7: rewrote the 93LCx6 EEPROM emulation
- sfc/slot/bsmemory: rewrote the flash emulation for Satellaview
cartridges
As of this release, flash-based BS Memory cartridges will be writable.
So without the bsnes patch to disable write limits, some games will lock
out after a few plays.
byuu says:
Changelog:
- sfc/cx4: added missing instructions [info from Overload]
- sfc/cx4: added instruction cache emulation [info from ikari]
- sfc/sa1: don't let CPU access SA1-only I/O registers, and vice versa
- sfc/sa1: fixed IRQs that were broken from the recent WIP
- sfc/sa1: significantly improved bus conflict emulation
- all tests match hardware now, other than HDMA ROM↔ROM, which
is 0.5 - 0.8% too fast
- sfc/cpu: fixed a bug with DMA→CPU alignment timing
- sfc/cpu: removed the DMA pipe; performs writes on the same cycles as
reads [info from nocash]
- sfc/memory: fix a crashing bug due to not clearing Memory size field
[hex_usr]
- bsnes/gb: use .rtc for real-time clock file extensions on the Game
Boy [hex_usr]
- ruby/cgl: compilation fix [Sintendo]
Now let's see if I can accept being off by ~0.65% on one of twelve SA1
timing tests for the time being and prioritize much more important
things or not.
byuu says:
This release adds ikari's Cx4 notes to bsnes. It fixes the MMX2 intro's
boss fight sequence to be frame perfect to real hardware. It's also very
slightly faster than before.
I've also added an option to toggle the CPU↔coprocessor cycle
synchronization to the emulation settings panel, so you don't have to
recompile to get the more accurate SA1 timings. I'm most likely going to
default this to disabled in bsnes, and *maybe* enabled in higan out of
the box.
StaticRAM (wasn't used) and MappedRAM are gone from the Super Famicom
core. Instead, there's now ReadableMemory, WritableMemory, and
ProtectedMemory (WritableMemory with a toggle for write protection.)
Cartridge::loadMap now takes a template Memory object, which bypasses an
extra virtual function call on memory accesses, but it doesn't really
impact speed much. Whatever.
byuu says:
I added (imperfect) memory conflict timing to the SA1.
Before:
- WRAM↔↔ROM ran 7% too fast
- ROM↔↔ROM ran 100% too fast
- WRAM↔↔IRAM ran 7% too fast
- ROM↔↔IRAM ran 7% too fast
- IRAM↔↔IRAM ran 287% too fast
- BWRAM↔↔BWRAM ran 100% too fast
- HDMA ROM↔↔ROM ran 15% too fast
- HDMA WRAM↔↔ROM ran 15% too fast
- DMA ROM↔↔ROM ran 100% too fast
After:
- ROM↔↔ROM runs 14% too fast
- HDMA WRAM↔↔ROM runs 7% too fast
- DMA ROM↔↔ROM runs 4% too fast
If you enable this with the fast PPU + DSP, your framerate in SA1 games
will drop by 51%. And even if you disable it, you'll still lose 9% speed
in SA1 games, and 2% speed in non-SA1 games, because of changes needed
to make this support possible.
By default, I'm leaving this off. Compile with `-DACCURATE_SA1` (or
uncomment the line in sfc/sfc.hpp) if you want to try it out.
This'll almost certainly cause some SA1 regressions, so I guess we'll
tackle those as they arise.
byuu says:
Changelog:
- fixed bug in Emulator::Game::Memory::operator bool()
- nall: renamed view<string> back to `string_view`
- nall:: implemented `array_view`
- Game Boy: split cartridge-specific input mappings (rumble,
accelerometer) to their own separate ports
- Game Boy: fixed MBC7 accelerometer x-axis
- icarus: Game Boy, Super Famicom, Mega Drive cores output internal
header game titles to heuristics manifests
- higan, icarus, hiro/gtk: improve viewport geometry configuration;
fixed higan crashing bug with XShm driver
- higan: connect Video::poll(),update() functionality
- hiro, ruby: several compilation / bugfixes, should get the macOS
port compiling again, hopefully [Sintendo]
- ruby/video/xshm: fix crashing bug on window resize
- a bit hacky; it's throwing BadAccess Xlib warnings, but they're
not fatal, so I am catching and ignoring them
- bsnes: removed Application::Windows::onModalChange hook that's no
longer needed [Screwtape]
byuu says:
The main thing I worked on today was emulating the MBC7 EEPROM.
And... I have many things to say about that, but not here, and not now...
The missing EEPROM support is why the accelerometer was broken. Although
it's not evidently clear that I'm emulating the actual values
incorrectly. I'll think about it and get it fixed, though.
bsnes went from ~308fps to ~328fps, and I don't even know why. Probably
something somewhere in the 140KB of changes to other things made in this
WIP.
byuu says:
This release fixes the XAudio 2.1 and WASAPI drivers on Windows, and
extends XAudio to support device selection (eg headphones, speakers,
monitor, etc.) It also adds DRC to XAudio, however it's not currently
working.
The code is courtesy of Talarubi, I just botched it somewhere upon
porting it to the newer version of ruby.
byuu says:
I've added tool tips to hiro for Windows, GTK, and Qt. I'm unsure how to
add them for Cocoa. I wasted am embarrassing ~14 hours implementing tool
tips from scratch on Windows, because the `TOOLTIPS_CLASS` widget just
absolutely refused to show up, no matter what I tried. As such, they're
not quite 100% native, but I would really appreciate any patch
submissions to help improve my implementation.
I added tool tips to all of the confusing settings in bsnes. And of
course, for those of you who don't like them, there's a configuration
file setting to turn them off globally.
I also improved Mega Drive handling of the Game Genie a bit, and
restructured the way the Settings class works in bsnes.
Starting now, I'm feature-freezing bsnes and higan. From this point
forward:
- polishing up and fixing bugs caused by the ruby/hiro changes
- adding DRC to XAudio2, and maybe exclusive mode to WGL
- correcting FEoEZ (English) to load and work again out of the box
Once that's done, a final beta of bsnes will go out, I'll fix any
reported bugs that I'm able to, and then v107 should be ready. This time
with higan being functional, but marked as v107 beta. v108 will restore
higan to production status again, alongside bsnes.
byuu says:
I fixed all outstanding bugs that I'm aware of, including all of the
errata I listed yesterday.
And now it's time for lots of regression testing.
After that, I need to add Talarubi's XAudio2 DRC code, and then get a
new public bsnes WIP out for final testing.
New errata: when setting an icon (nall::image) larger than a Canvas on
Windows, it's not centering the image, so you end up seeing the overscan
area in the state manager previews, and the bottom of the image gets cut
off. I also need to forcefully disable the Xlib screensaver disable
support. I think I'll remove the GUI option to bypass it as well, and
just force screensaver disable always on with Windows. I'll improve it
in the future to toggle the effect between emulator pauses.
byuu says:
Everything *should* be working again, but of course that won't
actually be the case. Here's where things stand:
- bsnes, higan, icarus, and genius compile and run fine on FreeBSD
with GTK
- ruby video and audio drivers are untested on Windows, macOS, and
Linux
- hiro is untested on macOS
- bsnes' status bar is not showing up properly with hiro/qt
- bsnes and higan's about screen is not showing up properly with
hiro/qt (1x1 window size)
- bsnes on Windows crashes often when saving states, and I'm not sure
why ... it happens inside Encode::RLE
- bsnes on Windows crashes with ruby.input.windows (unsure why)
- bsnes on Windows fails to show the verified emblem on the status bar
properly
- hiro on Windows flickers when changing tabs
To build the Windows bsnes and higan ports, use
ruby="video.gdi audio.directsound"
Compilation error logs for Linux will help me fix the inevitable list of
typos there. I can fix the typos on other platforms, I just haven't
gotten to it yet.
byuu says:
Changes to hiro will break all but the GTK target. Not that it matters
much given that the only ruby drivers that function are all on BSD
anyway.
But if you are fortunate enough to be able to run this ... you'll find
lots of polishing improvements to the bsnes GUI. I posted some
screenshots on Twitter, if anyone were interested.
byuu says:
Okay, so the WIPs-within-WIPs thing wasn't achieving its desired effect,
and it ended up causing me to have to redo some work on hiro since my
last local snapshot was of r52. So, heck it. I'll just do mostly
non-functional WIPs for a bit, and worry about the fallout years later
when I'm trying to find an emulation regression and cursing that the
WIPs aren't compiling.
I ported all of the ruby input drivers to the new syntax, as well as the
OpenAL driver. If you patch the ruby drivers for Linux with this in
mind, bsnes should compile and run there again.
Also, the bsnes program icon has returned, now that the new hiro layout
code is mature enough and I can simply add and remove the icon as a
Canvas instead of having to try and render into a viewport. The icon
shows up instantly with the main window.