Commit Graph

288 Commits

Author SHA1 Message Date
Tim Allen 2f81b5a3e7 Update to v106r2 release.
byuu says:

Changelog:

  - Super Famicom: added support for loading manifests without embedded
    mapping information¹
  - genius: initial commit
  - various Makefile cleanups

¹: so the idea here is to try and aim for a stable manifest format,
and to allow direct transposition of icarus/genius database entries into
manifest files. The exact mechanics of how this is going to work is
currently in flux, but we'll get there.

For right now, `Super Famicom.sys` gains `boards.bml`, which is the raw
database from my board-editor tool, and higan itself tries to load
`boards.bml`, match an entry to game/board from the game's `manifest.bml`
file, and then transform it into the format currently used by higan. It
does this only when the game's `manifest.bml` file lacks a board node.
When such a board node exists, it works as previous versions of higan
did.

The only incompatible change right now is information/title is now
located at game/label. I may transition window title display to just use
the filenames instead.

Longer term, some thought is going to need to go into the format of the
`boards.bml` database itself, and at which point in the process I should
be transforming things.

Give it time, we'll refine this into something nicer.
2018-02-01 19:20:37 +11:00
Tim Allen aef8d5e962 Update to v106r1 release.
byuu says:

Changelog:

  - Z80: infinite DD/FD prefixes will no longer cause an emulator crash;
    but will still deadlock savestates
  - Z80: emulated R incrementing on M1 cycles
  - Z80: `LD a, [ir]` should update flags [hex_usr]
  - Z80: minor code cleanups
  - tomoko: added “Pause Emulation” toggle to Tools menu
      - you can still use the hotkey to pause emulation before starting
        a game if you really want to
      - this will be useful if and when I re-add trace logging to
        capture instructions from power-on
  - icarus: more PAL games added to the SNES database

I hope I've implemented R correctly. It should only increment twice on
DD,FD CB xx instructions. LDI/LDD/LDIR/LDDR should work as expected as
well. It increments once when interrupts are executed (and not maksed.)
The top bit is ignored in increments.
2017-12-27 08:11:03 +11:00
Tim Allen b55783c322 Update to v106 release.
byuu says:

Changelog (since v105tr1):

Changelog:

  - added Emulation/AutoSaveMemory/Interval setting to specify number of
    seconds between auto-saves
  - added Game Notes tool
  - added 64 new SNES PAL games to the icarus preservation database

The Games Notes tool is a new feature that gives you a blank text box to
enter notes about a game that you're playing: so you can write down
things like level select codes for games with save RAM, combo moves, or
whatever other information you'd like quick and easy access to.

This is kind of an experiment. Ideally, we'd wanna allow more
personalized information, drawings, etc. But hey, let's try it out and
see what people think.
2017-11-19 23:05:02 +11:00
Tim Allen e9d2d56df9 Update to v105r1 release.
byuu says:

Changelog:

  - higan: readded support for soft-reset to Famicom, Super Famicom,
    Mega Drive cores (work in progress)
      - handhelds lack soft reset obviously
      - the PC Engine also lacks a physical reset button
      - the Master System's reset button acts like a gamepad button, so
        can't show up in the menu
  - Mega Drive: power cycle wasn't initializing CPU (M68K) or APU (Z80)
    RAM
  - Super Famicom: fix SPC700 opcode 0x3b regression; fixes Majuu Ou
    [Jonas Quinn]
  - Super Famicom: fix SharpRTC save regression; fixes Dai Kaijuu
    Monogatari II's real-time clock [Talarubi]
  - Super Famicom: fix EpsonRTC save regression; fixes Tengai Makyou
    Zero's real-time clock [Talarubi]
  - Super Famicom: removed `*::init()` functions, as they were never used
  - Super Famicom: removed all but two `*::load()` functions, as they
    were not used
  - higan: added option to auto-save backup RAM every five seconds
    (enabled by default)
      - this is in case the emulator crashes, or there's a power outage;
        turn it off under advanced settings if you want
  - libco: updated license from public domain to ISC, for consistency
    with nall, ruby, hiro
  - nall: Linux compiler defaults to g++; override with g++-version if
    g++ is <= 4.8
      - FreeBSD compiler default is going to remain g++49 until my dev
        box OS ships with g++ >= 4.9

Errata: I have weird RAM initialization constants, thanks to hex_usr
and onethirdxcubed for both finding this:
http://wiki.nesdev.com/w/index.php?title=CPU_power_up_state&diff=11711&oldid=11184

I'll remove this in the next WIP.
2017-11-07 09:05:54 +11:00
Talarubi 9e06857e4d Update version and license
Added LICENSE.txt and GPLv3.txt. Also updated libco documentation.

After discussion with byuu, libco gets a more specific ISC license
to match nall, ruby and hiro. higan, as clarified in LICENSE.txt,
continues to be GPL version 3 only (no "or later" clause).
2017-10-24 23:37:22 -04:00
Tim Allen f8e71b50d0 Update to v105 release.
byuu says:

This release provides several major improvements to Mega Drive emulation
which enhances compatibility a good deal. It also includes important
Super Famicom mosaic emulation improvements, plus a much-needed SuperFX
save state issue fix.

Changelog (since v104):

  - higan: many improvements to Emulator::Interface to support
    forks/frontends
  - higan: refreshed program icon
  - icarus: new program icon
  - Game Boy Advance: slight emulation speedup over v104
  - Game Boy Advance: synchronize APU FIFO updates better
  - Mega Drive: added automatic region detection [hex_usr]
  - Mega Drive: support 8-bit SRAM
  - Game Boy Advance: fixed bug when changing to THUMB mode via MSR
    [MerryMage]
  - Master System: fix bug in backdrop color and background 0 priority
    [hex_usr]
  - Mega Drive: backgrounds always update output priority bit [Cydrak]
  - Mega Drive: emulated interlaced video output
  - Mega Drive: emulated shadow/highlight mode [Cydrak]
  - Super Famicom: auto joypad polling clears the shift register when
    starting
  - Super Famicom: added new low-entropy RAM initialization mode to more
    closely match hardware
  - Game Boy Advance: rumble will now time out after being left on for
    500ms
  - ruby: improved rumble support in udev input driver [ma_rysia]
  - M68K: `move.b (a7)[+/-]` adjust a7 by two
  - M68K: illegal/lineA/lineF opcodes do not modify the stack register
  - Mega Drive: emulate VIP status bit
  - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord
    Nightmare]
  - uPD7725: improved handling of DP, RP updates [Jonas Quinn]
  - Super Famicom: improved emulation of mosaic effects in hires,
    interlace, and offset-per-tile modes [byuu, Cydrak]
  - ruby: improved Direct3D exclusive mode monitor selection [Cydrak]
  - Super Famicom: fixed save state bug affecting SuperFX games
    [Cydrak]
  - Mega Drive: added workaround for Clang compiler bug; allowing this
    core to work on macOS [Cydrak, Sintendo]
  - higan: hotkeys now also trigger when the main window lacks focus yet
    higan is set to allow input on focus loss
  - higan: fixed an edge case where `int16_t` ↔ `double` audio
    conversion could possibly result in overflows
  - higan: fixed a crash on macOS when choosing quit from the
    application menu [ncbncb]

Changelog (since the previous WIP):

  - higan: restored `make console=true`
  - tomoko: if you allow input when main window focus is lost, hotkeys
    can now be triggered without focus as well
  - hiro/cocoa: fix crash on exit from menu [ncbncb]
  - ruby: smarter `double` → `int16_t` conversion to prevent
    underflow/overflow
2017-10-07 19:49:07 +11:00
Tim Allen 9a13863adb Update to v104r17 release.
byuu says:

Changelog:

  - processor/m68k: fix error in disassembler [Sintendo]
  - processor/m68k: work around Clang compiler bug [Cydrak, Sintendo]

This is one of the shortest WIPs I've done, but I'm trying not to change
anything before v105.
2017-10-05 17:13:03 +11:00
Tim Allen 5dbaec85a7 Update to v104r16 release.
byuu says:

Changelog:

  - processor/upd96050: always potentially update S1 on ALU ops, sans NOP
      - theory by Lord Nightmare. I'm impartial on this one, but may as
        well match his design
  - sfc: fixed save state hang [reported by FitzRoy; fixed by Cydrak]
  - icarus: do not save settings.bml file when in library mode
2017-10-02 19:04:28 +11:00
Tim Allen 6524a7181d Update to v104r15 release.
byuu says:

Changelog:

  - processor/huc6280,mos6502,wdc65816: replaced abbreviated opcode
    names with descriptive names
  - nall: replaced `PLATFORM_MACOSX` define with `PLATFORM_MACOS`
  - icarus: added `Icarus::missing() -> string_vector` to list missing
    appended firmware files by name
  - ruby, hiro: fix macosx→macos references

The processor instruction renaming was really about consistency with the
other processor cores. I may still need to do this for one or two more
processors.

The icarus change should allow a future release of the icarus
application to import games with external SNES coprocessor firmware once
again. It will also allow this to be possible when used in library mode.
2017-09-29 20:36:35 +10:00
Tim Allen fbc58c70ae Update to v104r14 release.
byuu says:

Changelog:

  - Emulator::Interface::videoResolution() -\> VideoResolution renamed
    to videoInformation() -\> VideoInformation
  - added double VideoInformation::refreshRate
  - higan: added `binary := (application|library)` — set this to
    `library` to produce a dynamic link library
  - higan: removed `-march=native` for macOS application builds; and for
    all library builds
  - higan: removed `console` build flag; uncomment  `link += -mwindows`
    instead
  - nall/GNUmakefile: `macosx` platform renamed `macos`
      - still need to do this for nall/intrinsics.hpp
  - Game Gear: return region=NTSC as the only option, so that the system
    frequency is always set correctly
  - hiro/cocoa: fixed typo [Sintendo]
  - hiro/Windows: removed GetDpiForMonitor, as it's Windows 8+ only; DPI
    is no longer per-monitor aware
  - icarus: core Icarus class now has virtual functions for
    directory::create, <file::exists>, <file::copy>, <file::write>
  - icarus: Sufami Turbo can import save RAM files now
  - icarus: setting `ICARUS_LIBRARY` define will compile icarus without
    main(), GUI components
  - ruby/video/Direct3D: choose the current monitor instead of top-left
    monitor for fullscreen exclusive [Cydrak]
  - ruby/video/Direct3D: do not set `WS_EX_TOPMOST` on fullscreen
    exclusive window [Cydrak]
      - this isn't necessary for exclusive mode, and it just makes
        getting out of the application more difficult
2017-09-24 11:01:48 +10:00
Tim Allen 1ff315838e Update to v104r13 release.
byuu says:

Changelog:

  - nall/GNUmakefile: build=release changed to -O2, build=optimize is
    now -O3
  - hiro: added Monitor::dpi(uint index) → Position [returns logical
    DPI for x, y]
      - Position is a bad name, but dpi(monitor).(x,y)() make more sense
        than .(width,height)()
  - hiro: Position, Size, Geometry, Font changed from using signed int
    to float
  - hiro: Alignment changed from using double to float
  - hiro: added skeleton (unused) Application::scale(), setScale()
    functions

Errata:

  - hiro/cocoa's Monitor::dpi() is untested. Probably will cause issues
    with macOS' automatic scaling.
  - hiro/gtk lacks a way to get both per-monitor and per-axis (x,y) DPI
    scaling
  - hiro/qt lacks a way to get per-monitor DPI scaling (Qt 5.x has this,
    but I still use Qt 4.x)
      - and just to get global DPI, hiro/qt's DPI retrieval has to use
        undocumented functions ... fun

The goal with this WIP was basically to prepare hiro for potential
automatic scaling. It'll be extremely difficult, but I'm convinced that
it must be possible if macOS can do it.

By moving from signed integers to floats for coordinates, we can now
scale and unscale without losing precision. That of course isn't the
hard part, though. The hard part is where and how to do the scaling. In
the ideal application, hiro/core and hiro/extension will handle 100% of
this, and the per-platform hiro/(cocoa,gtk,qt,windows) will not be aware
of what's going on, but ... to even make that possible, things will need
to change in every per-platform core, eg the per-platform code will have
to call a core function to change geometry, which will know about the
scaling and unscale the values back down again.

Gonna be a lot of work, but ... it's a start.
2017-09-08 16:06:21 +10:00
Tim Allen 4fb8ce2821 Update to v104r12 release.
byuu says:

Changelog:

  - higan: URLs updated to HTTPS
  - sfc/ppu/background: use hires/interlace/mosaic-adjusted X/Y
    coordinates for offset-per-tile mode
  - sfc/ppu/background: hires mosaic seems to advance pixel counter on
    subscreen pixels
  - tomoko: added “Help→Credits” menu option (currently the page does
    not exist; should before v105)
  - tomoko: reduced volume slider from {0% - 500%} to {0% - 200%}.
    Distortion is too intense above 200%.
      - technically, I've encountered distortion at 200% as well in
        Prince of Persia for the SNES
  - nall/run/invoke: use program path for working directory
      - allows you to choose “Library→Import ROMs” from a different
        directory on the command-line

I don't know how to assign credit for the mosaic stuff. It's been a
work-in-progress with me, Cydrak, and hex_usr.

The current design should be correct, but very unpleasant. The code
desperately needs to be refactored, but my recent attempt at doing so
ended in spectacular failure.
2017-09-06 12:38:00 +10:00
Tim Allen 3dce3aa3c8 Update to v104r11 release.
byuu says:

Changelog:

  - sfc/ppu/background: minor code cleanup and simplification
  - sfc/ppu/background: $2106 MOSAIC register was implemented
    incorrectly
  - sfc/ppu/background: fixed mosaic effects in hires mode (temporary
    fix)
  - sfc/ppu/background: fixed mosaic effects in interlace mode [Cydrak]

Errata:

  - sfc/ppu/background/background.cpp:48: should be
    `if(!mosaic.enable) {`

Turns out there is only one mosaic size, and the other four bits are
per-BG mosaic enable. This matters a lot for hires/interlace, as
mosaicSize=0 (2x2) is not the same thing as mosaicEnable=false (1x1).

Although I've now implemented this, I really don't like how my mosaic
implementation works right now. I tried to redesign the entire system,
and completely failed. So I started over from v104r10 again and instead
went with a more evolutionary improvement for now. I'll keep trying.

Also, the combination of mosaic + offset-per-tile is still sketchy, as
is mode 6 offset-per-tile. I'll get to those in the future as well.
2017-09-05 10:56:52 +10:00
Tim Allen 28060d3a69 Update to v104r10 release.
byuu says:

Changelog:

  - processor/upd96050: per manual errata note, SGN always uses SA1;
    never SB1 [fixes v104r09 regression]
  - processor/upd96050: new OV1/S1 calculation that doesn't require OV0
    history buffer [AWJ]
  - processor/upd96050: do not update DP in OP if DST=4 [Jonas Quinn]
  - processor/upd96050: do not update RP in OP if DST=5 [Jonas Quinn]
  - resource: recreated higan+icarus icons, higan logo as 32-bit PNGs

So higan v104r08 and earlier were 930KiB for the source tarball. After
creating new higan and icarus icons, the size jumped to 1090KiB, which
was insane for only adding one additional icon.

After digging into why, I discovered that ImageMagick defaults to
64-bit!! (16-bits per channel) PNG images when converting from SVG.
You know, for all those 16-bit per channel monitors that don't exist.
Sigh. Amazingly, nobody ever noticed this.

The logo went from 78.8KiB to 24.5KiB, which in turn also means the
generated resource.cpp shrank dramatically.

The old higan icon was 32-bit PNG, because it was created before I
installed FreeBSD and switched to ImageMagick. But the new higan icon,
plus the new icarus icon, were both 64-bit as well. And they're now
32-bit.

So the new tarball size, thanks to the logo optimization, dropped to
830KiB.

Cydrak had some really interesting results in converting higan's
resources to 8-bit palletized PNGs with the tRNS extension for alpha
transparency. It reduces the file sizes even more without much visual
fidelity loss. Eg the higan logo uses 778 colors currently, and 256
represents nearly all of it very well to the human eye. It's based off
of only two colors, the rest are all anti-aliasing. Unfortunately,
nall/image doesn't support this yet, and I didn't want to flatten the
higan logo to not have transparency, in case I ever want to change the
about screen background color.
2017-09-01 21:21:06 +10:00
Tim Allen 5352c5ab27 Update to v104r09 release.
byuu says:

Changelog:

  - processor/upd96050: SGN should select between (A,B).S1 flag using
    ASL opcode bit
  - processor/upd96050: use a temporary to cache new S1, then compute
    OV1 using old S1, then assign new S1
  - processor/upd96050: add SR.(siack,soack) and connect to relevant
    jump instructions (serial not implemented)
  - processor/upd96050: initialize SR properly in power() [r08
    regression]
  - icarus: improve Makefile rules [Screwtape]
  - higan: new program icon
  - icarus: new program icon
2017-08-31 23:58:54 +10:00
Tim Allen 25bda4f159 Update to v104r08 release.
byuu says:

Changelog:

  - processor/upd96050: code cleanups
  - processor/upd96050: improved emulation of S1/OV1 flags [thanks to
    Cydrak, Lord Nightmare]
  - tomoko/settings/audio: reduced the size of the frequency/latency
    combo boxes to show longer device driver names

Errata: I need to clear regs.sr in uPD96050::power()

Note: the S1/OV1 emulation is likely not 100% correct yet, but it's a
step in the right direction. No SNES games actually use S1/OV1, so this
shouldn't result in any issues, I'd just like to have this part of the
chip emulated correctly.
2017-08-30 13:44:51 +10:00
Tim Allen 9c25f128f9 Update to v104r07 release.
byuu says:

Changelog:

  - md/vdp: added VIP bit to status register; fixes Cliffhanger
  - processor/m68k/disassembler: added modes 7 and 8 to LEA address
    disassembly
  - processor/m68k/disassembler: enhanced ILLEGAL to display LINEA/LINEF
    $xxx variants
  - processor/m68k: ILLEGAL/LINEA/LINEF do not modify the stack
    register; fixes Caeser no Yabou II
  - icarus/sfc: request sgb1.boot.rom and sgb2.boot.rom separately; as
    they are different
  - icarus/sfc: removed support for external firmware when loading ROM
    images

The hack to run Mega Drive Ballz 3D isn't in place, as I don't know if
it's correct, and the graphics were corrupted anyway.

The SGB boot ROM change is going to require updating the icarus database
as well. I will add that in when I start dumping more cartridges here
soon.

Finally ... I explained this already, but I'll do so here as well: I
removed icarus' support for loading SNES coprocessor firmware games with
external firmware files (eg dsp1.program.rom + dsp1.data.rom in the same
path as supermariokart.sfc, for example.)

I realize most are going to see this as an antagonizing/stubborn move
given the recent No-Intro discussion, and I won't deny that said thread
is why this came to the forefront of my mind. But on my word, I honestly
believe this was an ineffective solution for many reasons not related to
our disagreements:

 1. No-Intro distributes SNES coprocessor firmware as a merged file, eg
    "DSP1 (World).zip/DSP1 (World).bin" -- icarus can't possibly know
    about every ROM distribution set's naming conventions for firmware.
    (Right now, it appears GoodSNES and NSRT are mostly dead; but there
    may be more DATs in the future -- including my own.)
 2. Even if the user obtains the firmware and tries to rename it, it
    won't work: icarus parses manifests generated by the heuristics
    module and sees two ROM files: dsp1.program.rom and dsp1.data.rom.
    icarus cannot identify a file named dsp1.rom as containing both
    of these sub-files. Users are going to have to know how to split
    files, which there is no way to do on stock Windows. Merging files,
    however, can be done via `copy /b supermariokart.sfc+dsp1.rom
    supermariokartdsp.sfc`; - and dsp1.rom can be named whatever now.
    I am not saying this will be easy for the average user, but it's
    easier than splitting files.
 3. Separate firmware breaks icarus' database lookup. If you have
    pilotwings.sfc but without firmware, icarus will not find a match
    for it in the database lookup phase. It will then fall back on
    heuristics. The heuristics will pick DSP1B for compatibility with
    Ballz 3D which requires it. And so it will try to pull in the
    wrong firmware, and the game's intro will not work correctly.
    Furthermore, the database information will be unavailable, resulting
    in inaccurate mirroring.

So for these reasons, I have removed said support. You must now load
SNES coprocessor games into higan in one of two ways: 1) game paks with
split files; or 2) SFC images with merged firmware.

If and when No-Intro deploys a method I can actually use, I give you all
my word I will give it a fair shot and if it's reasonable, I'll support
it in icarus.
2017-08-28 22:46:14 +10:00
Tim Allen afa8ea61c5 Update to v104r06 release.
byuu says:

Changelog:

  - gba,ws: removed Thread::step() override¹
  - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
    by one²
  - tomoko: created new initialize(Video,Audio,Input)Driver() functions³
  - ruby/audio: split Audio::information into
    Audio::available(Devices,Frequencies,Latencies,Channels)³
  - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
    functions for consistency with other cores

¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
SuperMikeMan for pointing out the underlying cause.

²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
games.

³: this is the big change: so there was a problem with WASAPI where
you might change your device under the audio settings panel. And your
new device may not support the frequency that your old device used. This
would end up not updating the frequency, and the pitch would be
distorted.

The old Audio::information() couldn't tell you what frequencies,
latencies, or channels were available for all devices simultaneously, so
I had to split them up. The new initializeAudioDriver() function
validates you have a correct driver, or it defaults to none. Then it
validates a correct device name, or it defaults to the first entry in
the list. Then it validates a correct frequency, or defaults to the
first in the list. Then finally it validates a correct latency, or
defaults to the first in the list.

In this way ... we have a clear path now with no API changes required to
select default devices, frequencies, latencies, channel counts: they
need to be the first items in their respective lists.

So, what we need to do now is go through and for every audio driver that
enumerates devices, we need to make sure the default device gets added
to the top of the list. I'm ... not really sure how to do this with most
drivers, so this is definitely going to take some time.

Also, when you change a device, initializeAudioDriver() is called again,
so if it's a bad device, it will disable the audio driver instead of
continuing to send samples at it and hoping that the driver blocked
those API calls when it failed to initialize properly.

Now then ... since it was a decently-sized API change, it's possible
I've broken compilation of the Linux drivers, so please report any
compilation errors so that I can fix them.
2017-08-26 11:15:49 +10:00
Tim Allen b38a657192 Update to v104r05 release.
byuu says:

Changelog:

  - emulator/random: new array function with more realistic RAM
    initializations
  - emulator/random: both low and high entropy register initializations
    now use PCG
  - gba/player: rumble will time out and disable after being left on for
    500ms; fixes Pokemon Pinball issue
  - ruby/input/udev: fixed rumble effects [ma\_rysia]
  - sfc/system: default to low-entropy randomization of memory

The low-entropy memory randomization is modeled after one of my SHVC
2/1/3 systems. It generates striped patterns in memory, using random
inputs (biased to 0x00/0xff), and has a random chance of corrupting 1-2
bits of random values in the pool of memory (to prevent easy emulator
detection and to match observed results on hardware.)

The reasoning for using PCG on register initializations, is that I don't
believe they're going to have repeating patterns like RAM does anyway.
And register initializations are way more vital.

I want to have the new low-entropy RAM mode tested, so at least for the
next few WIPs, I've set the SNES randomization over to low-entropy.
We'll have to have a long discussion and decide whether we want official
releases to use high-entropy or low-entropy.

Also, I figured out the cause of the Prince of Persia distortion ... I
had the volume under the audio settings tab set to 200%. I didn't
realize there were SNES games that clipped so easily, given how
incredibly weak SNES audio is compared to every other sound source on my
PC. So with no entropy or low-entropy, indeed the game now sounds just
fine.

I can't actually test the udev fixes, so I guess we'll see how that goes
for Screwtape and ma\_rysia.
2017-08-25 00:24:34 +10:00
Tim Allen d621136d69 Update to v104r04 release.
byuu says:

Changelog:

  - higan/emulator: added new Random class with three entropy settings:
    none, low, and high
  - md/vdp: corrected Vcounter readout in interlace mode [MoD]
  - sfc: updated core to use the new Random class; defaults to high
    entropy

No entropy essentially returns 0, unless the random.bias(n) function is
called, in which case, it returns n. In this case, n is meant to be the
"logical/ideal" default value that maximizes compatibility with games.

Low entropy is a very simple entropy modeled after RAM initialization
striping patterns (eg 32 0x00s, followed by 32 0xFFs, repeating
throughout.) It doesn't "glitch" like real hardware does on rare
occasions (parts of the pattern being broken from time to time.) It also
only really returns 0 or ~0. So the entropy is indeed extremely low, and
not very useful at all for detecting bugs. Over time, we can try to
improve this, of course.

High entropy is PCG. This replaces the older, lower-entropy and more
predictable, LFSR. PCG should be more than enough for emulator
randomness, while still being quite fast.

Unfortunately, the bad news ... both no entropy and low entropy fix the
Konami logo popping sound in Prince of Persia, but all three entropy
settings still cause the distortion in-game, especially evident at the
title screen. So ... this may be a more serious bug than first
suspected.
2017-08-24 12:45:24 +10:00
Tim Allen d13f1dd9ea Update to v104r03 release.
byuu says:

Changelog:

  - md/vdp: added full interlace emulation [byuu, Sik, Eke, Mask of
    Destiny]
  - md/vdp: fix an issue with overscan/highlight when setting was
    disabled [hex\_usr]
  - md/vdp: serialize field, and all oam/objects state
  - icarus/md: do not enable RAM unless header 0x1b0-1b1 == "RA"
    [hex\_usr]

I really can't believe how difficult the interlace support was to add. I
must have tried a hundred combinations of adjusting Y, Vscroll, tile
addressing, heights, etc. Many of the changes were a wash that improved
some things, regressed others.

In the end I ended up needing input from three different people to
implement what should have been trivial. I don't know if the Mega Drive
is just that weird, if I've declined that much in skill since the days
when I implemented SNES interlace, or if I've just never been that good.

But either way, I'm disappointed in myself for not being able to figure
either this or shadow/highlight out on my own. Yet I'm extremely
grateful to my friends for helping carry me when I get stuck.

Since it wasn't ever documented before, I'm going to try and document
the changes necessary to implement interlace mode for any future
emudevs.
2017-08-22 19:11:43 +10:00
Tim Allen 11357169a5 Update to v104r02 release.
byuu says:

Changelog:

  - md/vdp: backgrounds always update priority bit output [Cydrak]
  - md/vdp: vcounter.d0 becomes vcounter.d8 in interlace mode 3
  - md/vdp: return field number in interlace modes from status register
  - md/vdp: rework scanline/frame counting in main loop so first frame
    won't clock to field 1 instead of field 0
  - md/vdp: add support for shadow/highlight mode; optimize to minimal
    code [Cydrak]
  - md/vdp: update outputPixel() to support interlace modes
  - sfc/cpu: auto joypad polling start should clear the shift registers;
    fixes Nuke (PD)
      - thanks to BMF54123 for this bug report
  - tomoko: if an invalid video/audio/input driver is found in the
    configuration file, it's reset to "None"
      - prevents showing the wrong driver under advanced settings; no
        longer requires possibly two reboots to fix

Note: the Mega Drive interlace mode 1 should be working fully, but I
don't know any games that use it. Interlace mode 3 (Sonic 2's two-player
mode) does not work at all yet, but this is a good start.
2017-08-22 11:09:07 +10:00
Tim Allen 366e9cebff Update to v104r01 release.
byuu says:

Changelog:

  - gba/cpu: synchronize to the PPU, not oneself, when the CPU is
    stopped
      - this bug was patched in the official v104 release; but not in
        the .tar.xz archive
  - ms/vdp: backdrop color is on the second 16-entry palette, not the
    first [hex\_usr]
  - ms/vdp: fix background color 0 priority; fixes Alex Kidd in High
    Tech World text boxes [hex\_usr]
  - tomoko: choose first option when loading files via the command-line
    [hex\_usr]
  - icarus: lo/hi RAM addressing was backwards; M68K is big endian;
    fixes save files in Sonic 3

Many thanks to hex\_usr for the Master System / Game Gear VDP fix.
That's a tricky system to get good technical information on. The fix
should be correct, but please report if you spot any regressions just in
case.
2017-08-18 22:48:29 +10:00
Tim Allen ba384a7c48 Update to v104 release.
byuu says:

Changelog:

  - emulator/interface: removed unused Region struct
  - gba/cpu: optimized CPU::step() as much as I could for a slight
    speedup¹
  - gba/cpu: synchronize the APU better during FIFO updates
  - higan/md, icarus: add automatic region detection; make it the
    default option [hex\_usr]
      - picks NTSC-J if there's more than one match ... eventually, this
        will be a setting
  - higan/md, icarus: support all three combinations of SRAM (8-bit low,
    8-bit high, 16-bit)
  - processor/arm7tdmi: fix bug when changing to THUMB mode via MSR
    [MerryMage]
  - tomoko: redesigned crash detector to only occur once for all three
    ruby drivers
      - this will reduce disk thrashing since the configuration file
        only needs to be written out one extra time
      - technically, it's twice ... but we should've always been writing
        one out on first run in case it crashes then
  - tomoko: defaulted back to the safest ruby drivers, given the optimal
    drivers have some stability concerns

¹: minor errata: spotted a typo saying `synchronize(cpu)` when the CPU
is stopped, instead of `synchronize(ppu)`. This will be fixed in the v104
official 7zip archives.

I'm kind of rushing here but, it's really good timing for me to push out
a new official release. The blocking issues are resolved or close to it,
and we need lots of testing of the new major changes.

I'm going to consider this a semi-stable testing release and leave links
to v103 just in case.
2017-08-12 20:53:13 +10:00
Tim Allen 55f19c3e0d Update to v103r32 release.
byuu says:

Changelog:

  - Master System: merged Bus into CPU
  - Mega Drive: merged BusCPU into CPU; BusAPU into AU
  - Mega Drive: added TMSS emulation; disabled by default [hex\_usr]
      - VDP lockout not yet emulated
  - processor/arm7tdmi: renamed interrupt() to exception()
  - processor/arm7tdmi: CPSR.F (FIQ disable) flag is set on reset
  - processor/arm7tdmi: pipeline decode stage caches CPSR.T (THUMB mode)
    [MerryMage]
      - fixes `msr_tests.gba` test F
  - processor/arm7tdmi/disassembler: add PC address to left of currently
    executing instruction
  - processor/arm7tdmi: stop forcing CPSR.M (mode flags) bit 4 high (I
    don't know what really happens here)
  - processor/arm7tdmi: undefined instructions now generate Undefined
    0x4 exception
  - processor/arm7tdmi: thumbInstructionAddRegister masks PC by &~3
    instead of &~2
      - hopefully this is correct; &~2 felt very wrong
  - processor/arm7tdmi: thumbInstructionStackMultiple can use sequential
    timing for PC/LR PUSH/POP [Cydrak]
  - systems/Mega Drive.sys: added tmss.rom; enable with cpu version=1
  - tomoko: detect when a ruby video/audio/input driver crashes higan;
    disable it on next program startup

v104 blockers:

  - Mega Drive: support 8-bit SRAM (even if we don't support 16-bit;
    don't force 8-bit to 16-bit)
  - Mega Drive: add region detection support to icarus
  - ruby: add default audio device information so certain drivers won't
    default to silence out of the box
2017-08-12 02:02:09 +10:00
Tim Allen 406b6a61a5 Update to v103r31 release.
byuu says:

Changelog:

  - gba/cpu: slight speedup to CPU::step()
  - processor/arm7tdmi: fixed about ten bugs, ST018 and GBA games are
    now playable once again
  - processor/arm: removed core from codebase
  - processor/v30mz: code cleanup (renamed functions; updated
    instruction() for consistency with other cores)

It turns out on my much faster system, the new ARM7TDMI core is very
slightly slower than the old one (by about 2% or so FPS.) But the
CPU::step() improvement basically made it a wash.

So yeah, I'm in really serious trouble with how slow my GBA core is now.
Sigh.

As for higan/processor ... this concludes the first phase of major
cleanups and rewrites.

There will always be work to do, and I have two more phases in mind.

One is that a lot of the instruction disassemblers are very old. One
even uses sprintf still. I'd like to modernize them all. Also, the
ARM7TDMI core (and the ARM core before it) can't really disassemble
because the PC address used for instruction execution is not known prior
to calling instruction(), due to pipeline reload fetches that may occur
inside of said function. I had a nasty hack for debugging the new core,
but I'd like to come up with a clean way to allow tracing the new
ARM7TDMI core.

Another is that I'd still like to rename a lot of instruction function
names in various cores to be more descriptive. I really liked how the
LR35902 core came out there, and would like to get that level of detail
in with the other cores as well.
2017-08-10 21:26:02 +10:00
Tim Allen 1067566834 Update to v103r30 release.
byuu says:

Changelog:

  - processor/arm7tdmi: completed implemented
  - gba/cpu, sfc/coprocessor/armdsp: use arm7tdmi instead of arm
  - sfc/cpu: experimental fix for newly discovered HDMA emulation issue

Notes:

The ARM7TDMI core crashes pretty quickly when trying to run GBA games,
and I'm certain the same will be the case with the ST018. It was never
all that likely I could rewrite 70KiB of code in 20 hours and have it
work perfectly on the first try. So, now it's time for lots and lots of
debugging. Any help would *really* be appreciated, if anyone were up for
comparing the two implementations for regressions =^-^= I often have a
really hard time spotting simple typos that I make.

Also, the SNES HDMA fix is temporary. I would like it if testers could
run through a bunch of games that are known for being tricky with HDMA
(or if these aren't known to said tester, any games are fine then.) If
we can confirm regressions, then we'll know the fix is either incorrect
or incomplete. But if we don't find any, then it's a good sign that
we're on the right path.
2017-08-09 21:11:59 +10:00
Tim Allen 559eeccc89 Update to v103r29 release.
byuu says:

Changelog:

  - processor/arm7tdmi: implementation all nine remaining ARM
    instructions
  - processor/arm7tdmi: implemented five more THUMB instructions
    (sixteen remain)
2017-08-08 21:51:41 +10:00
Tim Allen a72ff8b7fa Update to v103r28 release.
byuu says:

Changelog:

  - processor/arm7tdmi: implemented 10 of 19 ARM instructions
  - processor/arm7tdmi: implemented 1 of 22 THUMB instructions

Today's WIP was 6 hours of work, and yesterday's was 5 hours.

Half of today was just trying to come up with the design to use a
lambda-based dispatcher to map both instructions and disassembly,
similar to the 68K core. The problem is that the ARM core has 28 unique
bits, which is just far too many bits to have a full lookup table like
the 16-bit 68K core.

The thing I wanted more than anything else was to perform the opcode
bitfield decoding once, and have it decoded for both instructions and
the disassembler. It took three hours to come up with a design that
worked for the ARM half ... relying on #defines being able to pull in
other #defines that were declared and changed later after the first
one. But, I'm happy with it. The decoding is in the table building, as
it is with the 68K core. The decoding does happen at run-time on each
instruction invocation, but it has to be done.

As to the THUMB core, I can create a 64K-entry lambda table to cover all
possible encodings, and ... even though it's a cache killer, I've
decided to go for it, given the outstanding performance it obtained in
the M68K core, as well as considering that THUMB mode is far more common
in GBA games.

As to both cores ... I'm a little torn between two extremes:

On the one hand, I can condense the number of ARM/THUMB instructions
further to eliminate more redundant code. On the other, I can split them
apart to reduce the number of conditional tests needed to execute each
instruction. It's really the disassembler that makes me not want to
split them up further ... as I have to split the disassembler functions
up equally to the instruction functions. But it may be worth it if it's
a speed improvement.
2017-08-07 22:20:35 +10:00
Tim Allen 0b6f1df987 Update to v103r27 release.
byuu says:

Changelog:

  - hiro/windows: set dpiAware=false, fixes icarus window sizes relative
    to higan window sizes
  - higan, icarus, hiro, ruby: add support for high resolution displays
    on macOS [ncbncb]
  - processor/lr35902-legacy: removed
  - processor/arm7tdmi: new processor core started; intended to one day
    be a replacement for processor/arm

It will probably take several WIPs to get the new ARM core up and
running. It's the last processor rewrite. After this, all processor
cores will be up to date with all my current programming conventions.
2017-08-06 23:36:26 +10:00
Tim Allen 020caa546d Update to v103r26 release.
byuu says:

Changelog:

  - processor/lr35902: completed rewrite

I'd appreciate regression testing of the Game Boy and Game Boy Color
emulation between v103r24 and v103r26 (skip r25) if anyone wouldn't
mind.

I fixed up processor/lr35902-legacy to compile and run, so that trace
logs can be created between the two cores to find errors. I'm going to
kill processor/lr35902-legacy with the next WIP release, as well as make
changes to the trace format (add flags externally from AF; much easier
to read them that way), which will make it more difficult to do these
comparisons in the future, hence r26 may prove important later on if we
miss regressions this time.

As for the speed of the new CPU core, not too much to report ... at
least it's not slower :)

    Mega Man II: 212.5 to 214.5fps
    Shiro no Sho: 191.5 to 191.5fps
    Oracle of Ages: 182.5 to 190.5fps
2017-08-06 09:13:26 +10:00
Tim Allen c2975e6898 Update to v103r25 release.
byuu says:

Changelog:

  - gb/cpu: force STAT mode to 0 when LCD is disabled (fixes Pokemon
    Pinball, etc)
  - gb/ppu: when LCD is disabled, require at least one-frame wait to
    re-enable, display white during this time
      - todo: should step by a scanline at a time: worst-case is an
        extra 99% of a frame to enable again
  - gba/ppu: cache tilemap lookups and attribute parsing
      - it's more accurate because the GBA wouldn't read this for every
        pixel
      - but unfortunately, this didn't provide any speedup at all ...
        sigh
  - ruby/audio/alsa: fixed const issue with free()
  - ruby/video/cgl: removed `glDisable(GL_ALPHA_TEST)` [deprecated]
  - ruby/video/cgl: removed `glEnable(GL_TEXTURE_2D)` [unnecessary as
    we use shaders]
  - processor/lr35902: started rewrite¹

¹: so, the Game Boy and Game Boy Color cores will be completely
broken for at least the next two or three WIPs.

The old LR35902 was complete garbage, written in early 2011. So I'm
rewriting it to provide a massive cleanup and consistency with other
processor cores, especially the Z80 core.

I've got about 85% of the main instructions implemented, and then I have
to do the CB instructions. The CB instructions are easier because
they're mostly just a small number of opcodes in many small variations,
but it'll still be tedious.
2017-08-04 23:05:12 +10:00
Tim Allen 571760c747 Update to v103r24 release.
byuu says:

Changelog:

  - gb/mbc6: mapper is now functional, but Net de Get has some text
    corruption¹
  - gb/mbc7: mapper is now functional²
  - gb/cpu: HDMA syncs other components after each byte transfer now
  - gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled),
    not when it's raised (eg enabled)
  - gb/ppu: the LCD does not run at all when LCDC.d7 is clear³
      - fixes graphical corruption between scene transitions in Legend
        of Zelda - Oracle of Ages
      - thanks to Cydrak, Shonumi, gekkio for their input on the cause
        of this issue
  - md/controller: renamed "Gamepad" to "Control Pad" per official
    terminology
  - md/controller: added "Fighting Pad" (6-button controller) emulation
    [hex\_usr]
  - processor/m68k: fixed TAS to set data.d7 when
    EA.mode==DataRegisterDirect; fixes Asterix
  - hiro/windows: removed carriage returns from mouse.cpp and
    desktop.cpp
  - ruby/audio/alsa: added device driver selection [SuperMikeMan]
  - ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some
    systems [SuperMikeMan]
  - ruby/video/cgl: rename term() to terminate() to fix a crash on macOS
    [Sintendo]

¹: The observation that this mapper split $4000-7fff into two banks
came from MAME's implementation. But their implementation was quite
broken and incomplete, so I didn't actually use any of it. The
observation that this mapper split $a000-bfff into two banks came from
Tauwasser, and I did directly use that information, plus the knowledge
that $0400/$0800 are the RAM bank select registers.

The text corruption is due to a race condition with timing. The game is
transferring font letters via HDMA, but the game code ends up setting
the bank# with the font a bit too late after the HDMA has already
occurred. I'm not sure how to fix this ... as a whole, I assumed my Game
Boy timing was pretty good, but apparently it's not that good.

²: The entire design of this mapper comes from endrift's notes.
endrift gets full credit for higan being able to emulate this mapper.
Note that the accelerometer implementation is still not tested, and
probably won't work right until I tweak the sensitivity a lot.

³: So the fun part of this is ... it breaks the strict 60fps rate of
the Game Boy. This was always inevitable: certain timing conditions can
stretch frames, too. But this is pretty much an absolute deal breaker
for something like Vsync timing. This pretty much requires adaptive sync
to run well without audio stuttering during the transition.

There's currently one very important detail missing: when the LCD is
turned off, presumably the image on the screen fades to white. I do not
know how long this process takes, or how to really go about emulating
it. Right now as an incomplete patch, I'm simply leaving the last
displayed image on the screen until the LCD is turned on again. But I
will have to output white, as well as add code to break out of the
emulation loop periodically when the LCD is left off eg indefinitely, or
bad things would happen. I'll work something out and then implement.

Another detail is I'm not sure how long it takes for the LCD to start
rendering again once enabled. Right now, it's immediate. I've heard it's
as long as 1/60th of a second, but that really seems incredibly
excessive? I'd like to know at least a reasonably well-supported
estimate before I implement that.
2017-08-04 23:05:06 +10:00
Tim Allen 7022d1aa51 Update to v103r23 release.
byuu says:

Changelog:

  - gb: added accelerometer X-axis, Y-Axis inputs¹
  - gb: added rumble input¹
  - gb/mbc5: added rumble support²
  - gb/mbc6: added skeleton driver, but it doesn't boot Net de Get
  - gb/mbc7: added mostly complete driver (only missing EEPROM), but it
    doesn't boot Kirby Tilt 'n' Tumble
  - gb/tama: added leap year assignment
  - tomoko: fixed macOS compilation [MerryMage]
  - hiro/cocoa: fix table cell redrawing on updates and automatic column
    resizing [ncbncb]
  - hiro/cocoa: fix some weird issue with clicking table view checkboxes
    on Retina displays [ncbncb]
  - icarus: enhance Game Boy heuristics³
  - nall: fix three missing return statements [Jonas Quinn]
  - ruby: hopefully fixed all compilation errors reported by Screwtape
    et al⁴

¹: because there's no concept of a controller for cartridge inputs,
I'm attaching to the base platform for now. An idea I had was to make
separate ports for each cartridge type ... but this would duplicate the
rumble input between MBC5 and MBC7. And would also be less discoverable.
But it would be more clean in that users wouldn't think the Game Boy
hardware had this functionality. I'll think about it.

²: it probably won't work yet. Rumble isn't documented anywhere, but
I dug through an emulator named GEST and discovered that it seems to use
bit 3 of the RAM bank select to be rumble. I don't know if it sets the
bit for rumbling, then clears when finished, or if it sets it and then
after a few milliseconds it stops rumbling. I couldn't test on my
FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist
on FreeBSD, and nobody has ever posted any working code for how to use
evdev (or whatever it's called) on FreeBSD.

³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since
it's not really static RAM.

⁴: if possible, please test all drivers if you can. I want to ensure
they're all working. Especially let me know if the following work:
macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao)

If I can confirm these are working, I'm going to then remove them from
being included with stock higan builds.

I'm also considering dropping SDL video on Linux/BSD. XShm is much
faster and supports blurring. I may also drop SDL input on Linux, since
udev works better. That will free a dependency on SDL 1.2 for building
higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 23:00:31 +10:00
Tim Allen e1223366a7 Update to v103r22 release.
byuu says:

Changelog:

  - ruby: ported all remaining drivers to new API¹
  - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan]
  - gb: emulated most of the TAMA RTC; but RTC state is still volatile²

¹: the new ports are:

  - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao}
  - input/{udev, quartz, carbon}

It's pretty much guaranteed many of them will have compilation errors.
Please paste the error logs and I'll try to fix them up. It may take a
WIP or two to get there.

It's also possible things broke from the updates. If so, I could use
help comparing the old file to the new file, looking for mistakes, since
I can't test on these platforms apart from audio/directsound.

Please report working drivers in this list, so we can mark them off the
list. I'll need both macOS and Linux testers.

audio/directsound.cpp:112:

    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false;

²: once I get this working, I'll add load/save support for the RTC
values. For now, the RTC data will be lost when you close the emulator.

Right now, you can set the date/time in real-time mode, and when you
start the game, the time will be correct, and the time will tick
forward. Note that it runs off emulated time instead of actual real
time, so if you fast-forward to 300%, one minute will be 20 seconds.

The really big limitation right now is that when you exit the game, and
restart it, and resume a new game, the hour spot gets corrupted, and
this seems to instantly kill your pet. Fun. This is crazy because the
commands the game sends to the TAMA interface are identical between
starting a new game and getting in-game versus loading a game.

It's likely going to require disassembling the game's code and seeing
what in the hell it's doing, but I am extremely bad at LR35092 assembly.
Hopefully endrift can help here :|
2017-07-28 21:42:24 +10:00
Tim Allen 80841deaa5 Update to v103r21 release.
byuu says:

Changelog:

  - gb: added TAMA emulation [thanks to endrift for the initial notes]
  - gb: save RTC memory to disk (MBC3 doesn't write to said memory yet;
    TAMA doesn't emulate it yet)
  - gb: expect MMM01 boot loader to be at end of ROM instead of start
  - gb: store MBC2 save RAM as 256-bytes (512x4-bit) instead of
    512-bytes (with padding)
  - gb: major cleanups to every cartridge mapper; moved to Mapper class
    instead of MMIO class
  - gb: don't serialize all mapper states with every save state; only
    serialize the active mapper
  - gb: serialize RAM even if a battery isn't present¹
  - gb/cartridge: removed unnecessary code; refactored other code to
    eliminate duplication of functions
  - icarus: improve GB(C) heuristics generation to not include filenames
    for cartridges without battery backup
  - icarus: remove incorrect rearrangement of MMM01 ROM data
  - md/vdp: fix CRAM reads -- fixes Sonic Spinball colors [hex\_usr]
  - tomoko: hide the main higan window when entering fullscreen
    exclusive mode; helps with multi-monitor setups
  - tomoko: destroy ruby drivers before calling Application::quit()
    [Screwtape]
  - libco: add settings.h and defines to fiber, ucontext [Screwtape]

¹: this is one of those crystal clear indications that nobody's
actually playing the higan DMG/CGB cores, or at least not with save
states. This was a major mistake.

Note: I can't find any official documentation that `GL_ALPHA_TEST` was
removed from OpenGL 3.2. Since it's not hurting anything except showing
some warnings in debug mode, I'm just going to leave it there for now.
2017-07-26 22:42:06 +10:00
Tim Allen d5c09c9ab1 Update to v103r20 release.
byuu says:

Changelog:

  - ruby/audio/xaudio2: ported to new ruby API
  - ruby/video/cgl: ported to new ruby API (untested, won't compile)
  - ruby/video/directdraw: ported to new ruby API
  - ruby/video/gdi: ported to new ruby API
  - ruby/video/glx: ported to new ruby API
  - ruby/video/wgl: ported to new ruby API
  - ruby/video/opengl: code cleanups

The macOS CGL driver is sure to have compilation errors. If someone will
post the compilation error log, I can hopefully fix it in one or two
iterations of WIPs.

I am unable to test the Xorg GLX driver, because my FreeBSD desktop
video card drivers do not support OpenGL 3.2. If the driver doesn't
work, I'm going to need help tracking down what broke from the older
releases.

The real fun is still yet to come ... all the Linux-only drivers, where
I don't have a single Linux machine to test with.

Todo:

  - libco/fiber
  - libco/ucontext (I should really just delete this)
  - tomoko: hide main UI window when in exclusive fullscreen mode
2017-07-24 15:23:40 +10:00
Tim Allen 8be474b0ac Update to v103r19 release.
byuu says:

Changelog:

  - tomoko: Application::onMain assigned at end of Program::Program()
    [Screwtape]¹
  - libco: add `#define _XOPEN_SOURCE 500` to fix compilation of sjlj.c
    [Screwtape]
  - ruby/audio/openal: fixed device driver string list enumeration
  - ruby/audio/wasapi: changing device re-initializes the driver now
  - ruby/audio/wasapi: probably a pointless change, but don't fill the
    buffer beyond the queue size with silence
  - ruby/video/xvideo: renamed from ruby/video/xv
  - ruby/video/xvideo: check to see if `XV_AUTOPAINT_COLORKEY` exists
    before setting it [SuperMikeMan]
  - ruby/video/xvideo: align buffer sizes to be evenly divisible by four
    [SuperMikeMan]
  - ruby/video/xvideo: fail nicely without crashing (hopefully)
  - ruby/video/xvideo: add support for YV12 and I420 12-bit planar YUV
    formats²

¹: prevents crashes when drivers fail to initialize from running the
main loop that polls input drivers before the input driver is
initialized (or fails to initialize itself.) Some drivers still don't
block their main functions when initialization fails, so they will still
crash, but I'll work to fix them.

²: this was a **major** pain in the ass, heh. You only get one chroma
sample for every four luma samples, so the color reproduction is even
worse than UYVY and YUYV (which is two to four chroma to luma.) Further,
the planar format took forever to figure out. Apparently it doesn't care
what portion of the image you specify in XvShmPutImage, it expects you
to use the buffer dimensions to locate the U and V portions of the data.

This is probably the most thorough X-Video driver in existence now.

Notes:

  - forgot to rename the configuration settings dialog window title to
    just "Settings"
2017-07-23 19:18:16 +10:00
Tim Allen 284e4c043e Update to v103r18 release.
byuu says:

Changelog:

  - tomoko: improved handling of changing audio devices on the audio
    settings panel
  - ruby/audio/wasapi: added device enumeration and selection support¹
  - ruby/audio/wasapi: release property store handle from audio device
  - ruby/audio/wasapi: fix exclusive mode buffer filling
  - ruby/video/glx2: ported to new API -- tested and confirmed working
    great²
  - ruby/video/sdl: fixed initialization -- tested and confirmed working
    on FreeBSD now³
  - ruby/video/xv: ported to new API -- tested and mostly working great,
    sans fullscreen mode⁴

Errata:

  - accidentally changed "Driver Settings" label to "Driver" on the
    audio settings tab because I deleted the line and forgot the
    "Settings" part
  - need to use "return initialize();" from setDevice() in the WASAPI
    driver, instead of "return true;", so device selection is currently
    not functioning in this WIP for said driver

¹: for now, this will likely end up selecting the first available
endpoint device, which is probably wrong. I need to come up with a
system to expose good 'default values' when selecting new audio drivers,
or changing audio device settings.

²: glx2 is a fallback driver for system with only OpenGL 2.0 and no
OpenGL 3.2 drivers, such as FreeBSD 10.1 with AMD graphics cards.

³: although I really should track down why InputManager::poll() is
crashing the emulator when Video::ready() returns false ...

⁴: really bizarrely, when entering fullscreen mode, it looks like the
image was a triangle strip, and the bottom right triange is missing, and
the top left triangle skews the entire image into it. I'm suspecting
this is a Radeon driver bug when trying to create a 2560x1600 X-Video
surface. The glitch persists when exiting fullscreen, too.

If anyone can test the X-Video driver on their Linux/BSD system, it'd be
appreciated. If it's just my video card, I'll ignore it. If not,
hopefully someone can find the cause of the issue :|
2017-07-20 21:52:47 +10:00
Tim Allen 0b4e7fb5a5 Update to v103r17 release.
byuu says:

Changelog:

  - tomoko: re-hid the video sync option¹
  - tomoko: removed " Settings" duplication on all the individual
    settings tab options
  - ruby/audio/wasapi: finished port to new syntax; adapted to an
    event-driven model; support 32-bit integral audio²
  - ruby/video/sdl: ported to new syntax; disabled driver on FreeBSD³

¹: still contemplating a synchronize submenu of {none, video, audio},
but ... the fact that video can't work on PAL, WonderSwan games is a
real limitation for it

²: this driver actually received a ton of work. There's also a new
ring-buffer queue, and I added special handling for when exclusive mode
fails because the latency requested is lower than the hardware can
support. It'll pick the closest latency to the minimum that is possible
in this case.

On my Audigy Rx, the results for non-exclusive mode are the same. For
exclusive mode, the framerate drops from 60fps to ~50fps for smaller
buffers, and ~55fps for larger buffers (no matter how big, it never hits
60fps.) This is a lot better than before where it was hitting ~15fps,
but unfortunately it's the best I can do.

The event system used by WASAPI is really stupid. It just uses SetEvent
at some arbitrary time, and you have to query to see how many samples
it's waiting on. This makes it unknowable how many samples we should
buffer before calling `WaitForSingleObject(INFINITE)`, and it's also
unclear how we should handle cases where there's more samples available
than our queue has: either we can fill it with zeroes, or we can write
less samples. The former should prevent audio looping effects when
running too slowly, whereas the latter could potentially be too
ambitious when the audio could've recovered from a minor stall.

It's shocking to me how there's as many ways to send audio to a sound
card as there are sound card APIs, when all that's needed is a simple
double buffer and a callback event from another thread to do it right.
It's also terrifying how unbelievably shitty nearly all sound card
drivers apparently are.

Also, I don't know if cards can output an actual 24-bit mode with three
byte audio samples, or if they always just take 32-bit samples and
ignore the lower 8-bits. Whatever, it's all nonsense for the final
output to be >16-bits anyway (hi, `double[]` input from ruby.)

³: unfortunately, this driver always crashes on FreeBSD (even before
the rewrite), so I'll need someone on Linux to test it and make sure it
actually works. I'll also need testing for a lot of the other drivers as
well, once they're ported over (I don't have X-video, PulseAudio, ALSA,
or udev.)

Note that I forgot to set `_ready=true` at the end of `initialize()`,
and `_ready=false` in `terminate()`, but it shouldn't actually matter
beyond showing you a false warning message on startup about it failing
to initialize.
2017-07-19 23:14:00 +10:00
Tim Allen f87c6b7ecb Update to v103r16 release.
byuu says:

Changelog:

  - emulator/audio: added the ability to change the output frequency at
    run-time without emulator reset
  - tomoko: display video synchronize option again¹
  - tomoko: Settings→Configuration expanded to Settings→{Video,
    Audio, Input, Hotkey, Advanced} Settings²
  - tomoko: fix default population of audio settings tab
  - ruby: Audio::frequency is a double now (to match both
    Emulator::Audio and ASIO)³
  - tomoko: changing the audio device will repopulate the frequency and
    latency lists
  - tomoko: changing the audio frequency can now be done in real-time
  - ruby/audio/asio: added missing device() information, so devices can
    be changed now
  - ruby/audio/openal: ported to new API; added device selection support
  - ruby/audio/wasapi: ported to new API, but did not test yet (it's
    assuredly still broken)⁴

¹: I'm uneasy about this ... but, I guess if people want to disable
audio and just have smooth scrolling video ... so be it. With
Screwtape's documentation, hopefully that'll help people understand that
video synchronization always breaks audio synchronization. I may change
this to a child menu that lets you pick between {no synchronization,
video synchronization, audio synchronization} as a radio selection.

²: given how much more useful the video and audio tabs are now, I
felt that four extra menu items were worth saving a click and going
right to the tab you want. This also matches the behavior of the Tools
menu displaying all tool options and taking you directly to each tab.
This is kind of a hard change to get used to ... but I think it's for
the better.

³: kind of stupid because I've never seen a hardware sound card where
floor(frequency) != frequency, but whatever. Yay consistency.

⁴: I'm going to move it to be event-driven, and try to support 24-bit
sample formats if possible. Who knows which cards that'll fix and which
cards that'll break. I may end up making multiple WASAPI drivers so
people can find one that actually works for them. We'll see.
2017-07-17 20:32:36 +10:00
Tim Allen 4129630d97 Update to v103r15 release.
byuu says:

Changelog:

  - ruby: rewrote the API interfaces for Video, Audio, Input
  - ruby/audio: can now select the number of output channels (not useful
    to higan, sorry)
  - ruby/asio: various improvements
  - tomoko: audio settings panel can now select separate audio devices
    (for ASIO, OSS so far)
  - tomoko: audio settings panel frequency and latency lists are
    dynamically populated now

Note: due to the ruby API rewrite, most drivers will not compile. Right
now, the following work:

  - video: Direct3D, XShm
  - audio: ASIO, OSS
  - input: Windows, SDL, Xlib

It takes a really long time to rewrite these (six hours to do the
above), so it's going to be a while before we're back at 100%
functionality again.

Errata:

  - ASIO needs device(), setDevice()
  - need to call setDevice() at program startup to populate
    frequency/latency settings properly
  - changing the device and/or frequency needs to update the emulator
    resampler rates

The really hard part is going to be the last one: the only way to change
the emulator frequency is to flush all the audio streams and then
recompute all the coefficients for the resamplers. If this is called
during emulation, all audio streams will be erased and thus no sound
will be output. I'll most likely be forced to simply ignore
device/frequency changes until the user loads another game. It is at
least possible to toggle the latency dynamically.
2017-07-17 15:11:18 +10:00
Tim Allen 17697317d4 Update to v103r14 release.
byuu says:

Changelog:

  - tomoko: by popular choice, default to adaptive mode on new installs
  - hiro/windows: fix bug that was preventing the escape key from
    closing some dialog windows
  - nall/registry: use "\\\\" as separator instead of "/" ... because
    some registry keys contain "/" in them >_>
  - ruby: add ASIO driver stub (so far it can only initialize and grab
    the driver name/version information)
2017-07-15 22:00:20 +10:00
Tim Allen ed5ec58595 Update to v103r13 release.
byuu says:

Changelog:

  - gb/interface: fix Game Boy Color extension to be "gbc" and not "gb"
    [hex\_usr]
  - ms/interface: move Master System hardware controls below controller
    ports
  - sfc/ppu: improve latching behavior of BGnHOFS registers (not
    hardware verified) [AWJ]
  - tomoko/input: rework port/device mapping to support non-sequential
    ports and devices¹
      - todo: should add move() to inputDevice.mappings.append and
        inputPort.devices.append
      - note: there's a weird GCC 4.9 bug with brace initialization of
        InputEmulator; have to assign each field separately
  - tomoko: all windows sans the main presentation window can be
    dismissed with the escape key
  - icarus: the single file selection dialog ("Load ROM Image...") can
    be dismissed with the escape key
  - tomoko: do not pause emulation when FocusLoss/Pause is set during
    exclusive fullscreen mode
  - hiro/(windows,gtk,qt): implemented Window::setDismissable() function
    (missing from cocoa port, sorry)
  - nall/string: fixed printing of largest possible negative numbers (eg
    `INT_MIN`) [Sintendo]
      - only took eight months! :D

¹: When I tried to move the Master System hardware port below the
controller ports, I ran into a world of pain.

The input settings list expects every item in the
`InputEmulator<InputPort<InputDevice<InputMapping>>>>` arrays to be
populated with valid results. But these would be sparsely populated
based on the port and device IDs from inside higan. And that is done so
that the Interface::inputPoll can have O(1) lookup of ports and devices.
This worked because all the port and device IDs were sequential (they
left no gaps in the maps upon creating the lists.)

Unfortunately by changing the expectation of port ID to how it appears
in the list, inputs would not poll correctly. By leaving them alone and
just moving Hardware to the third position, the Game Gear would be
missing port IDs of 0 and 1 (the controller ports of the Master System).
Even by trying to make separate MasterSystemHardware and
GameGearHardware ports, things still fractured when the devices were no
longer contigious.

I got pretty sick of this and just decided to give up on O(1)
port/device lookup, and moved to O(n) lookup. It only knocked the
framerate down by maybe one frame per second, enough to be in the margin
of error. Inputs aren't polled *that* often for loops that usually
terminate after 1-2 cycles to be too detrimental to performance.

So the new input system now allows non-sequential port and device IDs.

Remember that I killed input IDs a while back. There's never any reason
for those to need IDs ... it was easier to just order the inputs in the
order you want to see them in the user interface. So the input lookup is
still O(1). Only now, everything's safer and I return a
maybe<InputMapping&>, and won't crash out the program trying to use a
mapping that isn't found for some reason.

Errata: the escape key isn't working on the browser/message dialogs on
Windows, because of course nothing can ever just be easy and work for
me. If anyone else wouldn't mind looking into that, I'd greatly
appreciate it.

Having the `WM_KEYDOWN` test inside the main `Application_sharedProc`, it
seems to not respond to the escape key on modal dialogs. If I put the
`WM_KEYDOWN` test in the main window proc, then it doesn't seem to get
called for `VK_ESCAPE` at all, and doesn't get called period for modal
windows. So I'm at a loss and it's past 4AM here >_>
2017-07-12 18:24:27 +10:00
Tim Allen 434e303ffb Update to v103r12 release.
byuu says:

Changelog:

  - ruby/video: cleaned up Direct3D9 driver and fixed catastrophic
    memory leak
  - ruby/video: added fullscreen exclusive mode support to the Direct3D9
    driver¹
  - ruby/video: minor cosmetic code cleanups to various drivers
  - tomoko: added support to always allow input when in fullscreen
    exclusive mode
  - tomoko: fixed window to not remove resizability flag when exiting
    fullscreen mode

¹: I am assuming that exclusive mode will try to capture the primary
monitor. I don't know what will happen in multi-monitor setups, however,
as I don't use such a setup here.

Also, I am using `D3DPRESENT_DISCARD` instead of `D3DPRESENT_FLIP`. I'm
not sure if this will prove better or worse, but I've heard it will
waste less memory, and having a BackBufferCount of 1 should still result
in page flipping anyway. The difference is supposedly just that you
can't rely on the back buffer being a valid copy of the previous frame
like you can with FLIP.

Lastly, if you want Vsync, you can edit the configuration file to enable
that, and then turn off audio sync.

Errata: "pause emulation when focus is lost" is not working with
exclusive mode. I need to add a check to never auto-pause when in
exclusive mode. Thanks to bun for catching that one.
2017-07-09 12:23:17 +10:00
Tim Allen ee982f098a Update to v103r11 release.
byuu says:

Changelog:

  - tomoko: removed "Settings→Video Emulation→Overscan Mask" setting¹
  - tomoko: remove a few unnecessary calls to resizeViewport on startup
  - tomoko: only resize main window from video settings when in adaptive
    or toggling adaptive mode²
  - hiro/windows: add `SWP_NOACTIVATE` flag to prevent focus stealing on
    resizing invisible windows³
  - hiro/windows: suppress spurious API-generated `onSize()` callback
    when calling `setVisible()`

¹: it just seemed like bad design to default to overscan masking
being disabled with overscan masks of 8 horizontal, 8 vertical out of
the box. Users would adjust the sliders and not see anything happening.
Instead, I've set the default masks to zero. If you want to turn off
overscan masking, simply slide those to zero again.

²: I figure the only way we're going to be able to fairly evaluate
Screwtape's suggestion is to try it both ways. And I will admit, I kind
of like the way this works as well ... a lot more so than I thought I
would, so I think it was a great suggestion. Still, now's the time if
people have strong opinions on this. Be sure to try both r10 and r11 to
compare. Barring no other feedback, I'm going to keep it this way.

³: this fixes the blinking of the main window on startup.

Screwtape, thanks again for the improvement suggestions. At this point
though, I am not using a tiling window manager. If you are able to patch
hiro/gtk and/or hiro/qt (I mostly use GTK) to work with tiling window
managers better, I wouldn't mind applying said patches, so long as they
don't break things on my own Xfce desktop with xfwm4.

Also, I noticed one issue with Xfce ... if the window is maximized and I
try to call `Window::setSize()`, it's not actually removing the maximize
flag. We'll need to look into how to add that to GTK, but I don't think
it's a huge issue. A similar glitch happens on windows where the icon
still reflects being maximized, but it does actually shrink, it just
sticks to the top left corner of the screen. So this isn't really a
critical bug, but would be extra polish.
2017-07-08 11:02:01 +10:00
Tim Allen cbbf5ec114 Update to v103r10 release.
byuu says:

Changelog:

  - tomoko: video scaling options are now resolutions in the
    configuration file, eg "640x480", "960x720", "1280x960"
  - tomoko: main window is now always resizable instead of fixed width
    (also supports maximizing)
  - tomoko: added support for non-integral scaling in windowed mode
  - tomoko: made the quick/managed state messaging more consistent
  - tomoko: hide "Find Codes ..." button from the cheat editor window if
    the cheat database is not present
  - tomoko: per-game cheats.bml file now goes into the higan/ subfolder
    instead of the root folder

So the way the new video system works is you have the following options
on the video settings panel:

Windowed mode: { Aspect correction, Integral scaling, Adaptive }

Fullscreen mode: { Aspect correction, Integral scaling } (and one day,
hopefully Exclusive will be added here)

Whenever you adjust the overscan masking, or you change any of the
windowed or fullscreen mode settings, or you choose a different video
scale from the main menu, or you load a new game, or you unload a game,
or you rotate the display of an emulated system, the resizeViewport
logic will be invoked. This logic will remember the last option you
chose for video scale, and base the new window size on that value as an
upper limit of the new window size.

If you are in windowed mode and have adaptive enabled, it will shrink
the window to fit the contents of the emulated system's video output.
Otherwise, if you are not in integral scaling mode, it will scale the
video as large as possible to fit into the video scaled size you have
selected. Otherwise, it will perform an integral scale and center the
video inside of the viewport.

If you are in fullscreen mode, it's much the same, only there is no
adaptive mode.

A major problem with Xorg is that it's basically impossible to change
the resizability attribute of a window post-creation. You can do it, but
all kinds of crazy issues start popping up. Like if you toggle
fullscreen, then you'll find that the window won't grow past a certain
fairly small size that it's already at, and cannot be shrunk. And the
multipliers will stop expanding the window as large as they should. And
sometimes the UI elements won't be placed in the correct position, or
the video will draw over them. It's a big mess. So I have to keep the
main window always resizable. Also, note that this is not a limitation
of hiro. It's just totally broken in Xorg itself. No amount of fiddling
has ever allowed this to work reliably for me on either GTK+ 2 or Qt 4.

So what this means is ... the adaptive mode window is also resizable.
What happens here is, whenever you drag the corners of the main window
to resize it, or toggle the maximize window button, higan will bypass
the video scale resizing code and instead act as though the adaptive
scaling mode were disabled. So if integral scaling is checked, it'll
begin scaling in integral mode. Otherwise, it'll begin scaling in
non-integral mode.

And because of this flexibility, it no longer made sense for the video
scale menu to be a radio box. I know, it sucks to not see what the
active selection is anymore, but ... say you set the scale to small,
then you accidentally resized the window a little, but want it snapped
back to the proper small resolution dimensions. If it were a radio item,
you couldn't reselect the same option again, because it's already active
and events don't propagate in said case. By turning them into regular
menu options, the video scale menu can be used to restore window sizing.

Errata:

On Windows, the main window blinks a few times on first load. The fix
for that is a safeguard in the video settings code, roughly like so ...
but note you'd need to make a few other changes for this to work against
v103r10:

    auto VideoSettings::updateViewport(bool firstRun) -> void {
      settings["Video/Overscan/Horizontal"].setValue(horizontalMaskSlider.position());
      settings["Video/Overscan/Vertical"].setValue(verticalMaskSlider.position());
      settings["Video/Windowed/AspectCorrection"].setValue(windowedModeAspectCorrection.checked());
      settings["Video/Windowed/IntegralScaling"].setValue(windowedModeIntegralScaling.checked());
      settings["Video/Windowed/AdaptiveSizing"].setValue(windowedModeAdaptiveSizing.checked());
      settings["Video/Fullscreen/AspectCorrection"].setValue(fullscreenModeAspectCorrection.checked());
      settings["Video/Fullscreen/IntegralScaling"].setValue(fullscreenModeIntegralScaling.checked());
      horizontalMaskValue.setText({horizontalMaskSlider.position()});
      verticalMaskValue.setText({verticalMaskSlider.position()});
      if(!firstRun) presentation->resizeViewport();
    }

That'll get it down to one blink, as with v103 official. Not sure I can
eliminate that one extra blink.

I forgot to remove the setResizable toggle on fullscreen mode exit. On
Windows, the main window will end up unresizable after toggling
fullscreen. I missed that one because like I said, toggling resizability
is totally broken on Xorg. You can fix that with the below change:

    auto Presentation::toggleFullScreen() -> void {
      if(!fullScreen()) {
        menuBar.setVisible(false);
        statusBar.setVisible(false);
      //setResizable(true);
        setFullScreen(true);
        if(!input->acquired()) input->acquire();
      } else {
        if(input->acquired()) input->release();
        setFullScreen(false);
      //setResizable(false);
        menuBar.setVisible(true);
        statusBar.setVisible(settings["UserInterface/ShowStatusBar"].boolean());
      }
      resizeViewport();
    }

Windows is stealing focus on calls to resizeViewport(), so we need to
deal with that somehow ...

I'm not really concerned about the behavior of shrinking the viewport
below the smallest multiplier for a given system. It might make sense to
snap it to the window size and forego all other scaling, but honestly
... meh. I don't really care. Nobody sane is going to play like that.
2017-07-07 13:38:46 +10:00
Tim Allen 7af270aa59 Update to v103r09 release.
byuu says:

Changelog:

  - gba/apu: fixed wave RAM nibble ordering (fixes audio in Castlevania,
    PocketNES)
  - emulator: restructured video information to just a single
    videoResolution() → VideoResolution function
      - returns "projected size" (between 160x144 and 320x240)
      - "internal buffer size" (up to 1280x480)
      - returns aspect correction multiplier that is to be applied to
        the width field
          - the value could be < 1.0 to handle systems with taller
            pixels; although higan doesn't emulate such a system
  - tomoko: all calculations for scaling and overscan masking are done
    by the GUI now
  - tomoko: aspect correction can be enabled in either windowed or
    fullscreen mode separately; moved to Video settings panel
  - tomoko: video scaling multipliers (against 320x240) can now me
    modified from the default (2,3,4) via the configuration file
      - use this as a really barebones way of supporting high DPI
        monitors; although the GUI elements won't scale nicely
      - if you set a value less than two, or greater than your
        resolution divided by 320x240, it's your own fault when things
        blow up. I'm not babysitting anyone with advanced config-file
        only options.
  - tomoko: added new adaptive windowed mode
      - when enabled, the window will shrink to eliminate any black
        borders when loading a game or changing video settings. The
        window will not reposition itself.
  - tomoko: added new adaptive fullscreen mode
      - when enabled, the integral scaling will be disabled for
        fullscreen mode, forcing the video to fill at least one
        direction of the video monitor completely.

I expect we will be bikeshedding for the next month on how to describe
the new video options, where they should appear in the GUI, changes
people want, etc ... but suffice to say, I'm happy with the
functionality, so I don't intend to make changes to -what- things do,
but I will entertain better ways to name things.
2017-07-06 18:29:12 +10:00
Tim Allen 191a71b291 Update to v103r08 release.
byuu says:

Changelog:

  - emulator: improved aspect correction accuracy by using
    floating-point calculations
  - emulator: added videoCrop() function, extended videoSize() to take
    cropping parameters¹
  - tomoko: the overscan masking function will now actually resize the
    viewport²
  - gba/cpu: fixed two-cycle delay on triggering DMAs; not running DMAs
    when the CPU is stopped
  - md/vdp: center video when overscan is disabled
  - pce/vce: resize video output from 1140x240 to 1120x240
  - tomoko: resize window scaling from 326x240 to 320x240
  - tomoko: changed save slot naming and status bar messages to indicate
    quick states vs managed states
  - tomoko: added increment/decrement quick state hotkeys
  - tomoko: save/load quick state hotkeys now save to slots 1-5 instead
    of always to 0
  - tomoko: increased overscan range from 0-16 to 0-24 (in case you want
    to mask the Master System to 240x192)

¹: the idea here was to decouple raw pixels from overscan masking.
Overscan was actually horrifically broken before. The Famicom outputs at
256x240, the Super Famicom at 512x480, and the Mega Drive at 1280x480.
Before, a horizontal overscan mask of 8 would not reduce the Super
Famicom or Mega Drive by nearly as much as the Famicom. WIth the new
videoCrop() function, the internals of pixel size distortions can be
handled by each individual core.

²: furthermore, by taking optional cropping information in
videoSize(), games can scale even larger into the viewport window. So
for example, before the Super Famicom could only scale to 1536x1440. But
by cropping the vertical resolution by 6 (228p effectively, still more
than NTSC can even show), I can now scale to 1792x1596. And wiht aspect
correction, that becomes a perfect 8:7 ratio of 2048x1596, giving me
perfectly crisp pixels without linear interpolation being required.

Errata: for some reason, when I save a new managed state with the SFC
core, the default description is being set to a string of what looks to
be hex numbers. I found the cause ... I'll fix this in the next release.

Note: I'd also like to hide the "find codes..." button if cheats.bml
isn't present, as well as update the SMP TEST register comment from
smp/timing.cpp
2017-07-05 16:39:14 +10:00
Tim Allen d4876a831f Update to v103r07 release.
byuu says:

Changelog:

  - gba/cpu: massive code cleanup effort
  - gba/cpu: DMA can run in between active instructions¹
  - gba/cpu: added two-cycle startup delay between DMA activation and
    DMA transfers²
  - processor/spc700: BBC, BBC, CBNE cycle 4 is an idle cycle
  - processor/spc700: ADDW, SUBW, MOVW (read) cycle 4 is an idle cycle

¹: unfortunately, this causes yet another performance penalty for the
poor GBA core =( Also, I think I may have missed disabling DMAs while
the CPU is stopped. I'll fix that in the next WIP.

²: I put the waiting counter decrement at the wrong place, so this
doesn't actually work. Needs to be more like
this:

    auto CPU::step(uint clocks) -> void {
      for(auto _ : range(clocks)) {
        for(auto& timer : this->timer) timer.run();
        for(auto& dma : this->dma) if(dma.active && dma.waiting) dma.waiting--;
        context.clock++;
      }
      ...

    auto CPU::DMA::run() -> bool {
      if(cpu.stopped() || !active || waiting) return false;

      transfer();
      if(irq) cpu.irq.flag |= CPU::Interrupt::DMA0 << id;
      if(drq && id == 3) cpu.irq.flag |= CPU::Interrupt::Cartridge;
      return true;
    }

Of course, the real fix will be restructuring how DMA works, so that
it's always running in parallel with the CPU instead of this weird
design where it tries to run all channels in some kind of loop until no
channels are active anymore whenever one channel is activated.

Not really sure how to design that yet, however.
2017-07-05 15:29:27 +10:00
Tim Allen 16f736307e Update to v103r06 release.
byuu says:

Changelog:

  - processor/spc700: restored fetch/load/store/pull/push shorthand
    functions
  - processor/spc700: split functions that tested the algorithm used (`op
    != &SPC700:...`) to separate instructions
      - mostly for code clarity over code size: it was awkward having
        cycle counts change based on a function parameter
  - processor/spc700: implemented Overload's new findings on which
    cycles are truly internal (no bus reads)
  - sfc/smp: TEST register emulation has been vastly improved¹

¹: it turns out that TEST.d4,d5 is the external clock divider (used
when accessing RAM through the DSP), and TEST.d6,d7 is the internal
clock divider (used when accessing IPLROM, IO registers, or during idle
cycles.)

The DSP (24576khz) feeds its clock / 12 through to the SMP (2048khz).
The clock divider setting further divides the clock by 2, 4, 8, or 16.
Since 8 and 16 are not cleanly divislbe by 12, the SMP cycle count
glitches out and seems to take 10 and 2 clocks instead of 8 or 16. This
can on real hardware either cause the SMP to run very slowly, or more
likely, crash the SMP completely until reset.

What's even stranger is the timers aren't affected by this. They still
clock by 2, 4, 8, or 16.

Note that technically I could divide my own clock counters by 24 and
reduce these to {1,2,5,10} and {1,2,4,8}, I instead chose to divide by
12 to better illustrate this hardware issue and better model that the
SMP clock runs at 2048khz and not 1024khz.

Further, note that things aren't 100% perfect yet. This seems to throw
off some tests, such as blargg's `test_timer_speed`. I can't tell how
far off I am because blargg's test tragically doesn't print out fail
values. But you can see the improvements in that higan is now passing
all of Revenant's tests that were obviously completely wrong before.
2017-07-03 17:24:47 +10:00
Tim Allen 40802b0b9f Update to v103r05 release.
byuu says:

Changelog:

  - fc/controller: added ControllerPort class; removed Peripherals class
  - md/controller/gamepad: removed X,Y,Z buttons since this isn't a
    6-button controller
  - ms/controller: added ControllerPort class (not used in Game Gear
    mode); removed Peripherals class
  - pce/controller: added ControllerPort class; removed Peripherals
    class
  - processor/spc700: idle(address) is part of SMP class again, contains
    flag to detect mov (x)+ edge case
  - sfc/controller/super-scope,justifier: use CPU frequency instead of
    hard-coding NTSC frequency
  - sfc/cpu: move 4x8-bit SMP ports to SMP class
  - sfc/smp: move APU RAM to DSP class
  - sfc/smp: improved emulation of TEST registers bits 4-7 [information
    from nocash]
      - d4,d5 is RAM wait states (1,2,5,10)
      - d6,d7 is ROM/IO wait states (1,2,5,10)
  - sfc/smp: code cleanup to new style (order from lowest to highest
    bits; use .bit(s) functions)
  - sfc/smp: $00f8,$00f9 are P4/P5 auxiliary ports; named the registers
    better
2017-07-01 16:15:27 +10:00
Tim Allen ff3750de4f Update to v103r04 release.
byuu says:

Changelog:

  - fc/apu: $4003,$4007 writes initialize duty counter to 0 instead of 7
  - fc/apu: corrected duty table entries for use with decrementing duty
    counter
  - processor/spc700: emulated the behavior of cycle 3 of (x)+
    instructions to not read I/O registers
      - specifically, this prevents reads from $fd-ff from resetting the
        timers, as observed on real hardware
  - sfc/controller: added ControllerPort class to match Mega Drive
    design
  - sfc/expansion: added ExpansionPort class to match Mega Drive design
  - sfc/system: removed Peripherals class
  - sfc/system: changed `colorburst()` to `cpuFrequency()`; added
    `apuFrequency()`
  - sfc: replaced calls to `system.region == System::Region::*` with
    `Region::*()`
  - sfc/expansion: remove thread from scheduler when device is destroyed
  - sfc/smp: `{read,write}Port` now use a separate 4x8-bit buffer instead
    of underlying APU RAM [hex\_usr]
2017-06-30 14:17:23 +10:00
Tim Allen 78f341489e Update to v103r03 release.
byuu says:

Changelog:

  - md/psg: fixed output frequency rate regression from v103r02
  - processor/m68k: fixed calculations for ABCD, NBCD, SBCD [hex\_usr,
    SuperMikeMan]
  - processor/spc700: renamed abbreviated instructions to functional
    descriptions (eg `XCN` → `ExchangeNibble`)
  - processor/spc700: removed memory.cpp shorthand functions (fetch,
    load, store, pull, push)
  - processor/spc700: updated all instructions to follow cycle behavior
    as documented by Overload with a logic analyzer

Once again, the changes to the SPC700 core are really quite massive. And
this time it's not just cosmetic: the idle cycles have been updated to
pull from various memory addresses. This is why I removed the shorthand
functions -- so that I could handle the at-times very bizarre addresses
the SPC700 has on its address bus during its idle cycles.

There is one behavior Overload mentioned that I don't emulate ... one of
the cycles of the (X) transfer functions seems to not actually access
the $f0-ff internal SMP registers? I don't fully understand what
Overload is getting at, so I haven't tried to support it just yet.

Also, there are limits to logic analyzers. In many cases the same
address is read from twice consecutively. It is unclear which of the two
reads the SPC700 actually utilizes. I tried to choose the most logical
values (usually the first one), but ... I don't know that we'll be able
to figure this one out. It's going to be virtually impossible to test
this through software, because the PC can't really execute out of
registers that have side effects on reads.
2017-06-28 17:24:46 +10:00
Tim Allen 3517d5c4a4 Update to v103r02 release.
byuu says:

Changelog:

  - fc/apu: improved phase duty cycle emulation (mode 3 is 25% phase
    inverted; counter decrements)
  - md/apu: power/reset do not cancel 68K bus requests
  - md/apu: 68K is not granted bus access on Z80 power/reset
  - md/controller: replaced System::Peripherals with ControllerPort
    concept
  - md/controller: CTRL port is now read-write, maintains value across
    controller changes (and soon, soft resets)
  - md/psg: PSG sampling rate unintentionally modified¹
  - processor/spc700: improve cycle timing of (indirect),y instructions
    [Overload]
  - processor/spc700: idle() cycles actually read from the program
    counter; much like the 6502 [Overload]
      - some of the idle() cycles should read from other addresses; this
        still needs to be supported
  - processor/spc700: various cleanups to instruction function naming
  - processor/z80: prefix state (HL→IX,IY override) can now be
    serialized
  - icarus: fix install rule for certain platforms (it wasn't buggy on
    FreeBSD, but was on Linux?)

¹: the clock speed of the PSG is oscillator/15. But I was setting the
sampling rate to oscillator/15/16, which was around 223KHz. I am not
sure whether the PSG should be outputting at 3MHz or 223KHz. Amazingly
... I don't really hear a difference either way `o_O` I didn't actually
mean to make this change; I just noticed it after comparing the diff
between r01 and r02. If this turns out to be wrong, set

    stream = Emulator::audio.createStream(1, frequency() / 16.0);

in md/psg.cpp to revert this change.
2017-06-27 11:18:28 +10:00
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 b7006822bf Update to v103 WIP release.
byuu says (in the WIP forum):

Changelog:

  - higan: cheat codes accept = and ? separators now
      - the new preferred code format is: address=value or
        address=if-match?value
      - the old code format of address/value and address/if-match/value
        will continue to work
  - higan: cheats.bml is no longer included with the base distribution
      - mightymo stopped updating it in 2015, and it's not source code;
        it can still be pulled in from older releases
  - fc: improved PAL mode timing; use PAL APU timing tables; fix PAL
    noise period table [hex\_usr]
  - md: support aborting a Z80 bus wait in order to capture save states
    without freezing
      - note that this will violate accuracy; but in practice a slight
        desync is better than an emulator deadlock
  - sfc: revert DSP ENDX randomization for now (want to research it more
    before deploying in an official release)
  - sfc: fix Super Famicom.sys/manifest.bml APU RAM size [hex\_usr]
  - tomoko: cleaned up make install rules
  - hiro/cocoa: use ABGR for pixel data [Sintendo]

Note: I forgot to change the command-line and drag-and-drop separator
from : to | in this WIP. However, it is corrected in the v103 official
binary and source published on download.byuu.org. Sorry about that, I
know it makes the Git repository history more difficult. I'm not
concerned whether the : → | change is part of v103 or v103r01 in the
repository, and will leave this to your discretion, Screwtape.

I also still need to set the VDP bit to indicate PAL mode in the Mega
Drive core. This is what happens when I have 47 things I have to do,
given how lousy my memory is. I miss things.
2017-06-22 16:10:13 +10:00
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.
2017-06-20 22:34:50 +10:00
Tim Allen e7806dd6e8 Update to v102r27 release.
byuu says:

Changelog:

  - processor/gsu: minor code cleanup
  - processor/hg51b: renamed reg(Read,Write) to register(Read,Write)
  - processor/lr35902: minor code cleanup
  - processor/spc700: completed code cleanup (sans disassembler)
      - no longer uses internal global state inside instructions
  - processor/spc700: will no longer hang the emulator if stuck in a WAI
    (SLEEP) or STP (STOP) instruction
  - processor/spc700: fixed bug in handling of OR1 and AND1 instructions
  - processor/z80: minor code cleanup
  - sfc/dsp: revert to initializing registers to 0x00; save for
    ENDX=random(), FLG=0xe0 [Jonas Quinn]

Major testing of the SNES game library would be appreciated, now that
its CPU cores have all been revised.

We know the DSP registers read back as randomized data ... mostly, but
there are apparently internal latches, which we can't emulate with the
current DSP design. So until we know which registers have separate
internal state that actually *is* initialized, I'm going to play it safe
and not break more games.

Thanks again to Jonas Quinn for the continued research into this issue.

EDIT: that said ... `MD works if((ENDX&0x30) > 0)` is only a 3:4 chance
that the game will work. That seems pretty unlikely that the odds of it
working are that low, given hardware testing by others in the past :/ I
thought if worked if `PITCH != 0` before, which would have been way more
likely.

The two remaining CPU cores that need major cleanup efforts are the
LR35902 and ARM cores. Both are very large, complicated, annoying cores
that will probably be better off as full rewrites from scratch. I don't
think I want to delay v103 in trying to accomplish that, however.

So I think it'll be best to focus on allowing the Mega Drive core to not
lock when processors are frozen waiting on a response from other
processors during a save state operation. Then we should be good for a
new release.
2017-06-19 12:07:54 +10:00
Tim Allen 50411a17d1 Update to v102r26 release.
byuu says:

Changelog:

  - md/ym2612: initialize DAC sample to center volume [Cydrak]
  - processor/arm: add accumulate mode extra cycle to mlal [Jonas
    Quinn]
  - processor/huc6280: split off algorithms, improve naming of functions
  - processor/mos6502: split off algorithms
  - processor/spc700: major revamp of entire core (~50% completed)
  - processor/wdc65816: fixed several bugs introduced by rewrite

For the SPC700, this turns out to be very old code as well, with global
object state variables, those annoying `{Boolean,Natural}BitField` types,
`under_case` naming conventions, heavily abbreviated function names, etc.
I'm working to get the code to be in the same design as the MOS6502,
HuC6280, WDC65816 cores, since they're all extremely similar in terms of
architectural design (the SPC700 is more of an off-label
reimplementation of a 6502 core, but still.)

The main thing left is that about 90% of the actual instructions still
need to be adapted to not use the internal state (`aa`, `rd`, `dp`,
`sp`, `bit` variables.) I wanted to finish this today, but ran out of
time before work.

I wouldn't suggest too much testing just yet. We should wait until the
SPC700 core is finished for that. However, if some does want to and
spots regressions, please let me know.
2017-06-16 10:06:17 +10:00
Tim Allen b73d918776 Update to v102r25 release.
byuu says:

Changelog:

  - processor/arm: corrected MUL instruction timings [Jonas Quinn]
  - processor/wdc65816: finished phase two of the rewrite

I'm really pleased with the visual results of the wdc65816 core rewrite.
I was able to eliminate all of the weird `{Boolean,Natural}BitRange`
templates, as well as the need to use unions/structs. Registers are now
just simple `uint24` or `uint16` types (technically they're `Natural<T>`
types, but then all of higan uses those), flags are now just bool types.
I also eliminated all of the implicit object state inside of the core
(aa, rd, dp, sp) and instead do all computations on the stack frame with
local variables. Through using macros to reference the registers and
individual parts of them, I was able to reduce the visual tensity of all
of the instructions. And by using normal types without implicit states,
I was able to eliminate about 15% of the instructions necessary, instead
reusing existing ones.

The final third phase of the rewrite will be to recode the disassembler.
That code is probably the oldest code in all of higan right now, still
using sprintf to generate the output. So it is very long overdue for a
cleanup.

And now for the bad news ... as with any large code cleanup, regression
errors have seeped in. Currently, no games are running at all. I've left
the old disassembler in for this reason: we can compare trace logs of
v102r23 against trace logs of v102r25. The second there's any
difference, we've spotted a buggy instruction and can correct it.

With any luck, this will be the last time I ever rewrite the wdc65816
core. My style has changed wildly over the ~10 years since I wrote this
core, but it's really solidifed in recent years.
2017-06-15 01:55:55 +10:00
Tim Allen 6e8406291c Update to v102r24 release.
byuu says

Changelog:

  - FC: fixed three MOS6502 regressions [hex\_usr]
  - GBA: return fetched instruction instead of 0 for unmapped MMIO
    (passes all of endrift's I/O tests)
  - MD: fix VDP control port read Vblank bit to test screen height
    instead of hard-code 240 (fixes Phantasy Star IV)
  - MD: swap USP,SSP when executing an exception (allows Super Street
    Fighter II to run; but no sprites visible yet)
  - MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
    freezing immediately)
  - SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
    [p4plus2]
  - SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
    complete

The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.

First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.

Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.

I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.

I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.

I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.

I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.

And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.

Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.
2017-06-13 11:42:31 +10:00
Tim Allen cea64b9991 Update to v102r23 release.
byuu says:

Changelog:
  - rewrote the 6502 CPU core from scratch. Now called MOS6502,
    supported BCD mode
      - Famicom core disables BCD mode via MOS6502::BCD = 0;
  - renamed r65816 folder to wdc65816 (still need to rename the actual
    class, though ...)

Note: need to remove build rules for the now renamed r6502, r65816
objects from processor/GNUmakefile.

So this'll seem like a small WIP, but it was a solid five hours to
rewrite the entire 6502 core. The reason I wanted to do this was because
the old 6502 core was pretty sloppy. My coding style improved a lot, and
I really liked how the HuC6280 CPU core came out, so I wanted the 6502
core to be like that one.

The core can now support BCD mode, so hopefully that will prove useful
to hex\_usr and allow one core to run both the NES and his Atari 2600
cores at some point.

Note that right now, the core doesn't support any illegal instructions.
The old core supported a small number of them, but were mostly the no
operation ones. The goal is support all of the illegal instructions at
some point.

It's very possible the rewrite introduced some regressions, so thorough
testing of the NES core would be appreciated if anyone were up for it.
2017-06-11 11:51:53 +10:00
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
2017-06-09 00:08:02 +10:00
Tim Allen a4629e1f64 Update to v102r21 release.
byuu says:

Changelog:

  - GBA: fixed WININ2 reads, BG3PB writes [Jonas Quinn]
  - R65816: added support for yielding/resuming from WAI/STP¹
  - SFC: removed status.dmaCounter functionality (also fixes possible
    TAS desync issue)
  - tomoko: added support for combinatorial inputs [hex\_usr\]²
  - nall: fixed missing return value from Arithmetic::operator--
    [Hendricks266]

Now would be the time to start looking for major regressions with the
new GBA PPU renderer, I suppose ...

¹: this doesn't matter for the master thread (SNES CPU), but is
important for slave threads (SNES SA1). If you try to save a state and
the SA1 is inside of a WAI instruction, it will get stuck there forever.
This was causing attempts to create a save state in Super Bomberman
- Panic Bomber W to deadlock the emulator and crash it. This is now
finally fixed.

Note that I still need to implement similar functionality into the Mega
Drive 68K and Z80 cores. They still have the possibility of deadlocking.
The SNES implementation was more a dry-run test for this new
functionality. This possible crashing bug in the Mega Drive core is the
major blocking bug for a new official release.

²: many, many thanks to hex\_usr for coming up with a really nice
design. I mostly implemented it the exact same way, but with a few tiny
differences that don't really matter (display " and ", " or " instead of
" & ", " | " in the input settings windows; append → bind;
assignmentName changed to displayName.)

The actual functionality is identical to the old higan v094 and earlier
builds. Emulated digital inputs let you combine multiple possible keys
to trigger the buttons. This is OR logic, so you can map to eg
keyboard.up OR gamepad.up for instance. Emulated analog inputs always
sum together. Emulated rumble outputs will cause all mapped devices to
rumble, which is probably not at all useful but whatever. Hotkeys use
AND logic, so you have to press every key mapped to trigger them. Useful
for eg Ctrl+F to trigger fullscreen.

Obviously, there are cases where OR logic would be nice for hotkeys,
too. Eg if you want both F11 and your gamepad's guide button to trigger
the fullscreen toggle. Unfortunately, this isn't supported, and likely
won't ever be in tomoko. Something I might consider is a throw switch in
the configuration file to swap between AND or OR logic for hotkeys, but
I'm not going to allow construction of mappings like "(Keyboard.Ctrl and
Keyboard.F) or Gamepad.Guide", as that's just too complicated to code,
and too complicated to make a nice GUI to set up the mappings for.
2017-06-06 23:44:40 +10:00
Tim Allen 3bcf3c24c9 Update to v102r20 release.
byuu says:

Changelog:

  - nall: `#undef OUT` on Windows platform
  - GBA: add missing CPU prefetch state to serialization (this was
    breaking serialization in games using ROM prefetch)
  - GBA: reset all PPU data in the power() function (some things were
    missing before, causing issues on reset)
  - GBA: restored horizontal mosaic emulation to the new pixel-based
    renderer
  - GBA: fixed tilemap background horizontal flipping (Legend of Spyro -
    warning screen)
  - GBA: fixed d8 bits of scroll registers (ATV - Thunder Ridge Racers -
    menu screen)
  - SFC: DRAM refresh ticks the ALU MUL/DIV registers five steps forward
    [reported by kevtris]
  - SFC: merged dmaCounter and autoJoypadCounter into new shared
    clockCounter
      - left stub for old dmaCounter so that I can do some traces to
        ensure the new code's 100% identical

GBA save states would have been broken since whenever I emulated ROM
prefetch. I guess not many people are using the GBA core ...
2017-06-06 11:39:27 +10:00
Tim Allen 2461293ff0 Update to v102r19 release.
byuu says:

Note: add `#undef OUT` to the top of higan/gba/ppu/ppu.hpp to compile on
Windows (ugh ...) Now to await posts about this in four more threads
again ;)

Changelog:

  - GBA: rewrote PPU from a scanline-based renderer to a pixel-based
    renderer
  - ruby: fixed video/gdi bugs

Note that there's an approximately 21% speed penalty compared to v102r18
for the pixel-based renderer.

Also, horizontal mosaic effects are not yet implemented. But they should
be prior to v103. This one is a little tricky as it currently works on
fully rendered scanlines. I need to roll the mosaic into the background
renderers, and then for sprites, well ... see below.

The trickiest part by far of this new renderer is the object (sprite)
system. Unlike every other system I emulate, the GBA supports affine
rendering of its sprites. Or in other words, rotation effects. And it
also has a very complex priority system.

Right now, I can't see any way that the GBA PPU could render pixels in
real-time like this. My belief is that there's a 240-entry buffer that
fills up the next scanline's row of pixels. Which means it probably also
runs on the last scanline of Vblank so that the first scanline has
sprite data.

However, I didn't design my object renderer like this just yet. For now,
it creates a buffer of all 240 pixels right away at the start of the
scanline. I know\!\! That's technically scanline-based. But it's only
for fetching object tiledata, and it's only temporary.

What needs to happen is I need a way to run something like a "mini libco
thread" inside of the main thread, so that the object renderer can run
in parallel with the rest of the PPU, yet not be a hideous abomination
of a state machine, yet also not be horrendously slow as a full libco
thread would be.

I'm envisioning some kind of stackless yielding coroutine. But I'll need
to think through how to design that, given the absence of coroutines
even in C++17.
2017-06-04 13:16:44 +10:00
Tim Allen 1ca4609079 Update to v102r18 release.
byuu says:

This WIP fixes all the critical pending issues I had open. I'm sure
there's many more that simply didn't make their way into said list. So
by all means, please report important issues you're aware of so they can
get fixed.

Changelog:

  - ruby: add variable texture support to GDI video driver [bug
    reported by Cydrak]
  - ruby: minor cleanups to XShm video driver
  - ruby: fix handling of up+down, left+right hat cases for XInput
    driver [bug reported by Cydrak]
  - nall: fixed vector class so that compilation with GCC 7.1 should
    succeed [SuperMikeMan]
  - sfc: initialize most DSP registers to random values to fix Magical
    Drop [Jonas Quinn]
  - sfc: lower PPU brightness when luma=0 from 50% scale to 25% scale;
    helps scenes like Final Fantasy III's intro
2017-05-30 17:48:41 +10:00
Tim Allen 82c58527c3 Update to v102r17 release.
byuu says:

Changelog:

  - GBA: process audio at 2MHz instead of 32KHz¹
  - MD: do not allow the 68K to stop the Z80, unless it has been granted
    bus access first
  - MD: do not reset bus requested/granted signals when the 68K resets
    the Z80
      - the above two fix The Lost Vikings
  - MD: clean up the bus address decoding to be more readable
  - MD: add support for a13000-a130ff (#TIME) region; pass to cartridge
    I/O²
  - MD: emulate SRAM mapping used by >16mbit games; bank mapping used
    by >32mbit games³
  - MD: add 'reset pending' flag so that loading save states won't
    reload 68K PC, SP registers
      - this fixes save state support ... mostly⁴
  - MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak]
      - this fixes in-game graphics for Ristar. Title screen still
        corrupted on first run
  - MD: detect and break sprite lists that form an infinite loop
    [Cydrak]
      - this fixes the emulator from dead-locking on certain games
  - MD: add DC offset to sign DAC PCM samples [Cydrak]
      - this improves audio in Sonic 3
  - MD: 68K TAS has a hardware bug that prevents writing the result back
    to RAM
      - this fixes Gargoyles
  - MD: 68K TRAP should not change CPU interrupt level
      - this fixes Shining Force II, Shining in the Darkness, etc
  - icarus: better SRAM heuristics for Mega Drive games

Todo:

  - need to serialize the new cartridge ramEnable, ramWritable, bank
    variables

¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB
chipset. The GB audio runs at 2MHz. However, I was being lazy and
running the sequencer 64 times in a row, thus decimating the audio to
32KHz. But simply discarding 63 out of every 64 samples resorts in
muddier sound with more static in it.

However ... increasing the audio thread processing intensity 64-fold,
and requiring heavy-duty three-chain lowpass and highpass filters is not
cheap. For this bump in sound quality, we're eating a loss of about 30%
of previous performance.

Also note that the GB audio emulation in the GBA core still lacks many
of the improvements made to the GB core. I was hoping to complete the GB
enhancements, but it seems like I'm never going to pass blargg's
psychotic edge case tests. So, first I want to clean up the GB audio to
my current coding standards, and then I'll port that over to the GBA,
which should further increase sound quality. At that point, it sound
exceed mGBA's audio quality (due to the ridiculously high sampling rate
and strong-attenuation audio filtering.)

²: word writes are probably not handled correctly ... but games are
only supposed to do byte writes here.

³: the SRAM mapping is used by games like "Story of Thor" and
"Phantasy Star IV." Unfortunately, the former wasn't released in the US
and is region protected. So you'll need to change the NTSU to NTSCJ in
md/system/system.cpp in order to boot it. But it does work nicely now.
The write protection bit is cleared in the game, and then it fails to
write to SRAM (soooooooo many games with SRAM write protection do this),
so for now I've had to disable checking that bit. Phantasy Star IV has a
US release, but sadly the game doesn't boot yet. Hitting some other bug.

The bank mapping is pretty much just for the 40mbit Super Street Fighter
game. It shows the Sega and Capcom logos now, but is hitting yet another
bug and deadlocking.

For now, I emulate the SRAM/bank mapping registers on all cartridges,
and set sane defaults. So long as games don't write to $a130XX, they
should all continue to work. But obviously, we need to get to a point
where higan/icarus can selectively enable these registers on a per-game
basis.

⁴: so, the Mega Drive has various ways to lock a chip until another
chip releases it. The VDP can lock the 68K, the 68K can lock the Z80,
etc. If this happens when you save a state, it'll dead-lock the
emulator. So that's obviously a problem that needs to be fixed. The fix
will be nasty ... basically, bypassing the dead-lock, creating a
miniature, one-instruction-long race condition. Extremely unlikely to
cause any issues in practice (it's only a little worse than the SNES
CPU/SMP desync), but ... there's nothing I can do about it. So you'll
have to take it or leave it. But yeah, for now, save states may lock up
the emulator. I need to add code to break the loops when in the process
of creating a save state still.
2017-03-10 21:23:29 +11:00
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 7e7003fd29 Update to v102r15 release.
byuu says:

Changelog:

  - nall: added DSP::IIR::OnePole (which is a first-order IIR filter)
  - FC/APU: removed strong highpass, weak hipass filters (and the
    dummied out lowpass filter)
  - MS,GG,MD/PSG: removed lowpass filter
  - MS,GG,MD/PSG: audio was not being centered properly; removed
    centering for now
  - MD/YM2612: fixed clipping of accumulator from 18 signed bits to 14
    signed bits (-0x2000 to +0x1fff) [Cydrak]
  - MD/YM2612: removed lowpass filter
  - PCE/PSG: audio was not being centered properly; removed centering
    for now

First thing is that I've removed all of the ad-hoc audio filtering.
Emulator::Stream intrinsically provides a three-pass, second-order
biquad IIR butterworth lowpass filter that clips frequencies above 20KHz
with very good attenuation (as good as IIR gets, anyway.)

It doesn't really make sense to have the various cores running
additional lowpass filters. If we want to filter frequencies below
20KHz, then I can adapt Emulator::Audio::createStream() to take a cutoff
frequency value, and we can do it all at once, with much better quality.

Right now, I don't know what frequencies are best to cut off the various
other audio cores, so they're just gone for now.

As for the highpass filters for the Famicom core, well ... you don't get
aliasing from resampling low frequencies. And generally speaking, too
low a frequency will be inaudible anyway. All these were doing was
killing possible bass (if they were too strong.) We can add them again,
but only if someone can convert Ryphecha's ad-hoc magic integers into a
frequency cutoff. In which case, I'll use my biquad IIR filter to do it
even better. On this note, it may prove useful to do this for the MD PSG
as well, to try and head off unnecessary clamping when mixing with the
YM2612.

Finally, there was the audio centering issue that affected the
MS,GG,MD,PCE,SG cores. It was flooring the "silent" audio level, which
was resulting in extremely heavy distortion if you tried listening to
higan and, say, audacious at the same time. Without the botched
centering, this distortion is completely gone now.

However, without any centering, we've halved the potential volume range.
This means the audio slider in higan's audio settings panel will start
clamping twice as quickly. So ultimately, we need to figure out how to
fix the centering. This isn't as simple as just subtracting less. We
will probably have to center every individual audio channel before
summing them to do this properly.

Results:

On the Mega Drive, Altered Beast sounds quite a bit better, a lot less
distortion now. But it's still not perfect, especially sound effects.
Further, Bare Knuckle / Streets of Rage still has really bad sound
effects. It looks like I broke something in Cydrak's code when trying to
adapt it to my style =(
2017-03-07 07:23:22 +11:00
Tim Allen 89d47914b9 Update to v102r14 release.
byuu says:

Changelog:

  - (MS,GG,MD)/PSG: flip output bit from noise channel [TmEE]
  - MD/YM2612: rewrite YM2612::Channel functions to
    YM2612::Channel::Operator functions¹
  - MD/YM2612: pitch/octave I/O registers should set reload, not value
    (fixes sound in most games)
  - MD/YM2612: don't try to sign-extend raw PCM values (fixes Shining
    Force opening music)
  - MD/YM2612: various algorithm simplifications; conversions from
    `*`, `/`, `%` to `<<`, `>>`; etc.

Overall ... Sonic the Hedgehog sounds really, really great. Almost
perfect, but there's a bit of clamping going on in the special zones.
Langrisser II sounds really great. Shining Force sounds pretty much
perfect. Bare Knucles (Streets of Rage) does pretty badly ... punches
sound more like dinging a salad fork on a wine glass, heh. Altered Beast
is extremely broken ... no music at the title screen, very distorted
in-game music. I suspect a bug outside of the YM2612 is affecting this
game.

So, the YM2612 emulation isn't perfect, but it's a really good start to
the most complex sound chip in all of higan. Hopefully the VRC7 and
YM2413 will prove to be less ferocious ... not that I'm in any rush to
work on either. The former is going to need the NES mapper rewrite to be
done first, and the latter is cool but not very necessary since all
those games have fallbacks to the inferior PSG audio.

But really ... I can't thank Cydrak enough for doing this for me. It
would have probably taken me months to parse through all of the
documentation on this chip (most of which is in a 55-page thread on
spritesmind that is filled with wrong/outdated information at the start,
and corrections as you go deeper.) Not to mention, learning about what
the hell detuning, low-frequency oscillation, tremolo, vibrato, etc were
all about. Or how those algorithms to compute the final output work. Or
the dozens of special cases littered in there to make everything sound
good. Fierce, nasty chip that.

Now the last real problem is save states ... the Mega Drive is going to
be the trickiest of all to implement with libco. There are lots of areas
where one chip will deadlock another chip while it completes some
operation. We don't have a choice but to force those stalls to abort
anyway, in order to let libco reach the start of its entry point once
again. I don't know what kind of impact that'll have on states ... I
suspect they'll work almost as reliably as the SNES does, but I can't
know that until I implement it. It's going to be pretty nasty, though.

¹: this basically removes a lot of unnecessary op. prefixes and the
need to capture `auto& op = operators[index]` at the start of every
function.

I wanted to have subfunctions like
`YM2612::Channel::Operator::Envelope::run()`, etc but unfortunately,
pretty much all of the envelope, phase, pitch, level functions need to
access each other's state.
2017-03-03 21:45:07 +11:00
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.
2017-03-02 07:40:55 +11:00
Tim Allen 4c3f9b93e7 Update to v102r12 release.
byuu says:

Changelog:

  - MD/PSG: fixed 68K bus Z80 status read address location
  - MS, GG, MD/PSG: channels post-decrement their counters, not
    pre-decrement [Cydrak]¹
  - MD/VDP: cache screen width registers once per scanline; screen
    height registers once per frame
  - MD/VDP: support 256-width display mode (used in Shining Force, etc)
  - MD/YM2612: implemented timers²
  - MD/YM2612: implemented 8-bit PCM DAC²
  - 68000: TRAP instruction should index the vector location by 32 (eg
    by 128 bytes), fixes Shining Force
  - nall: updated hex(), octal(), binary() functions to take uintmax
    instead of template<typename T> parameter³

¹: this one makes an incredible difference. Sie noticed that lots of
games set a period of 0, which would end up being a really long period
with pre-decrement. By fixing this, noise shows up in many more games,
and sounds way better in games even where it did before. You can hear
extra sound on Lunar - Sanposuru Gakuen's title screen, the noise in
Sonic The Hedgehog (Mega Drive) sounds better, etc.

²: this also really helps sound. The timers allow PSG music to play
back at the correct speed instead of playing back way too quickly. And
the PCM DAC lets you hear a lot of drum effects, as well as the
"Sega!!" sound at the start of Sonic the Hedgehog, and the infamous,
"Rise from your grave!" line from Altered Beast.

Still, most music on the Mega Drive comes from the FM channels, so
there's still not a whole lot to listen to.

I didn't implement Cydrak's $02c test register just yet. Sie wasn't 100%
certain on how the extended DAC bit worked, so I'd like to play it a
little conservative and get sound working, then I'll go back and add a
toggle or something to enable undocumented registers, that way we can
use that to detect any potential problems they might be causing.

³: unfortunately we lose support for using hex() on nall/arithmetic
types. If I have a const Pair& version of the function, then the
compiler gets confused on whether Natural<32> should use uintmax or
const Pair&, because compilers are stupid, and you can't have explicit
arguments in overloaded functions. So even though either function would
work, it just decides to error out instead >_>

This is actually really annoying, because I want hex() to be useful for
printing out nall/crypto keys and hashes directly.

But ... this change had to be made. Negative signed integers would crash
programs, and that was taking out my 68000 disassembler.
2017-02-27 19:45:51 +11:00
Tim Allen 1cab2dfeb8 Update to v102r11 release.
byuu says:

Changelog:

  - MD: connected 32KB cartridge RAM up to every Genesis game under 2MB
    loaded¹
  - MS, GG, MD: improved PSG noise channel emulation, hopefully²
  - MS, GG, MD: lowered PSG volume so that the lowpass doesn't clamp
    samples³
  - MD: added read/write handlers for VRAM, VSRAM, CRAM
  - MD: block VRAM copy when CD4 is clear⁴
  - MD: rewrote VRAM fill, VRAM copy to be byte-based⁵
  - MD: VRAM fill byte set should fall through to regular data port
    write handler⁶

¹: the header parsing for backup RAM is really weird. It's spaces
when not used, and seems to be 0x02000001-0x02003fff for the Shining
games. I don't understand why it starts at 0x02000001 instead of
0x02000000. So I'm just forcing every game to have 32KB of RAM for now.
There's also special handling for ROMs > 2MB that also have RAM
(Phantasy Star IV, etc) where there's a toggle to switch between ROM and
RAM. For now, that's not emulated.

I was hoping the Shining games would run after this, but they're still
dead-locking on me :(

²: Cydrak pointed out some flaws in my attempt to implement what he
had. I was having trouble understanding what he meant, so I went back
and read the docs on the sound chip and tried implementing the counter
the way the docs describe. Hopefully I have this right, but I don't know
of any good test ROMs to make sure my noise emulation is correct. The
docs say the shifted-out value goes to the output instead of the low bit
of the LFSR, so I made that change as well.

I think I hear the noise I'm supposed to in Sonic Marble Zone now, but
it seems like it's not correct in Green Hill Zone, adding a bit of an
annoying buzz to the background music. Maybe it sounds better with the
YM2612, but more likely, I still screwed something up :/

³: it's set to 50% range for both cores right now. For the MD, it
will need to be 25% once YM2612 emulation is in.

⁴: technically, this deadlocks the VDP until a hard reset. I could
emulate this, but for now I just don't do the VRAM copy in this case.

⁵: VSRAM fill and CRAM fill not supported in this new mode. They're
technically undocumented, and I don't have good notes on how they work.
I've been seeing conflicting notes on whether the VRAM fill buffer is
8-bits or 16-bits (I chose 8-bits), and on whether you write the low
byte and then high byte of each words, or the high byte and then low
byte (I chose the latter.)

The VRAM copy improvements fix the opening text in Langrisser II, so
that's great.

⁶: Langrisser II sets the transfer length to one less than needed to
fill the background letter tile on the scenario overview screen. After
moving to byte-sized transfers, a black pixel was getting stuck there.
So effectively, VRAM fill length becomes DMA length + 1, and the first
byte uses the data port so it writes a word value instead of just a byte
value. Hopefully this is all correct, although it probably gets way more
complicated with the VDP FIFO.
2017-02-25 22:11:46 +11:00
Tim Allen 68f04c3bb8 Update to v102r10 release.
byuu says:

Changelog:

  - removed Emulator::Interface::Capabilities¹
  - MS: improved the PSG emulation a bit
  - MS: added cheat code support
  - MS: added save state support²
  - MD: emulated the PSG³

¹: there's really no point to it anymore. I intend to add cheat codes
to the GBA core, as well as both cheat codes and save states to the Mega
Drive core. I no longer intend to emulate any new systems, so these
values will always be true. Further, the GUI doesn't respond to these
values to disable those features anymore ever since the hiro rewrite, so
they're double useless.

²: right now, the Z80 core is using a pointer for HL-\>(IX,IY)
overrides. But I can't reliably serialize pointers, so I need to convert
the Z80 core to use an integer here. The save states still appear to
work fine, but there's the potential for an instruction to execute
incorrectly if you're incredibly unlucky, so this needs to be fixed as
soon as possible. Further, I still need a way to serialize
array<T, Size> objects, and I should also add nall::Boolean
serialization support.

³: I don't have a system in place to share identical sound chips. But
this chip is so incredibly simple that it's not really much trouble to
duplicate it. Further, I can strip out the stereo sound support code
from the Game Gear portion, so it's even tinier.

Note that the Mega Drive only just barely uses the PSG. Not at all in
Altered Beast, and only for a tiny part of the BGM music on Sonic 1,
plus his jump sound effect.
2017-02-23 08:25:01 +11:00
Tim Allen 8071da4c6a Update to v102r09 release.
byuu says:

Changelog:

  - MD: restructured DMA to a subclass of VDP
  - MD: implemented VRAM copy mode (fixes Langrisser II ... mostly)
  - MS: implemened PSG support [Cydrak]
  - GG: implemented PSG stereo sound support
  - MS: use the new struct Model {} design that other cores use

The MS/GG PSG should be feature complete, but I don't have good tests
for Game Gear stereo mode, nor for the noise channel. There's also a
really weird behavior with when to reload the channel counters on volume
register writes. I can confirm what Cydrak observed in that following
the docs and reloading always creates serious audio distortion problems.
So, more research is needed there.

To get the correct sound out of the PSG, I have to run it at 3.58MHz /
16, which seems really weird to me. The docs make it sound like it's
supposed to run at the full 3.58MHz. If we can really run it at
223.7KHz, then that's help reduce the overhead of PSG emulation, which
will definitely come in handy for Mega Drive, and possibly later Mega
CD, emulation.

I have not implemented the PSG into the Mega Drive just yet. Nor have I
implemented save states or cheat code support into the MS/GG cores yet.
The latter is next on my list.
2017-02-21 22:07:33 +11:00
Tim Allen d76c0c7e82 Update to v102r08 release.
byuu says:

Changelog:

  - PCE: restructured VCE, VDCs to run one scanline at a time
  - PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
    from the VCE)
  - PCE: the two changes above allow save states to function; also
    grants a minor speed boost
  - PCE: added cheat code support (uses 21-bit bus addressing; compare
    byte will be useful here)
  - 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
  - Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
    [Cydrak]
  - MD: emulated the Z80 executing instructions [Cydrak]
  - MD: emulated Z80 interrupts (triggered during each Vblank period)
    [Cydrak]
  - MD: emulated Z80 memory map [Cydrak]
  - MD: added stubs for PSG, YM2612 accesses [Cydrak]
  - MD: improved bus emulation [Cydrak]

The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.

The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.

Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.

Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.

Should be nearing a new release at that point.
2017-02-20 19:13:10 +11:00
Tim Allen 7c9b78b7bb Update to v102r07 release.
byuu says:

Changelog:

  - PCE: emulated PSG volume controls (vastly enhances audio quality)
  - PCE: emulated PSG noise as a square wave (somewhat enhances audio
    quality)
  - PCE: added save state support (currently broken and deadlocks the
    emulator though)

Thankfully, MAME had some rather easy to read code on how the volume
adjustment works, which they apparently ripped out of expired patents.
Hooray!

The two remaining sound issues are:

1. the random number generator for the noise channel is definitely not
hardware accurate. But it won't affect the sound quality at all. You'd
only be able to tell the difference by looking at hex bytes of a stream
rip.
2. I have no clue how to emulate the LFO (frequency modulation). A comment
in MAME's code (they also don't emulate it) advises that they aren't
aware of any games that even use it. But I'm there has to be at least one?

Given LFO not being used, and the RNG not really mattering all that much
... the sound's pretty close to perfect now.
2017-02-13 10:09:03 +11:00
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.
2017-02-11 10:56:42 +11:00
Tim Allen bf70044edc Update to v102r05 release.
byuu says:

Changelog:

  - higan: added Makefile option,
    `build=(release|debug|instrument|optimize)` , defaults to release
  - PCE: added preliminary PSG (sound) emulation

The Makefile thing is just to make it easier to build debug releases
without having to hand-edit the Makefile. Just say "gmake build=debug"
and you'll get -g, otherwise you'll get -O3 -s. I'll probably start
adding these build= blocks to my other projects. Or maybe I'll put it
into nall, in which case release will need a different name ... a stable
-01, and a fast -03 mode. I also want to add a mode to generate
profiling information (via gprof.)

Unfortunately, the existing documentation on the PCE's PSG is as
barebones as humanly possible.

Right now, I support waveform mode, direct D/A mode, and noise
generation mode. However for noise, I'm not actually generating a proper
square wave, and I don't know the PRNG algorithm used for choosing the
random values. So for now, I'm just feeding in nall::random() values to
it.

I'm also not sure about the noise mode's frequency counter. Magic Kit is
implying it's 64*~frequency, but that results in an 11-bit period. It
seems only logical that we'd want a 12-bit period. So my guess is that
it's actually 12-bit, and halfway through it alternates between two
randomly generated values every 32 samples, and the two values are
generated every time the period hits zero.

Next up, it's not clear when the period counter is reloaded, either for
the waveform or the noise mode. So for now, when enabling the channel, I
reload the waveform period. And when enabling noise mode, I reload the
noise period. I don't know if you need to do it when writing to the
frequency registers or not.

Next, it's not clear whether the period is a decrement-and-compare, or a
compare-and-decrement, and whether we reload with frequency,
frequency-1, or frequency+1. There's this cryptic note in
pcetext.txt:

> The PSG channel frequency is 12 bits, $001 is the highest frequency,
> $FFF is the next to lowest frequency, and $000 is the lowest frequency.

As best I can tell, he's trying to say that it's decrement-and-compare.

Whatever the case, there's periodic popping noises every few seconds. I
thought it might be because this is the first system with a fractional
sampling rate (~3.57MHz), but rounding the frequency to a whole number
doesn't help at all, and emulator/audio should be able to handle
fractional resampling rates anyway.

The popping noises could also be due to PSG writes being cycle-timed,
and my HuC6280 cycle timings not being very great yet. The PSG has no
kind of interrupts, so I think careful timing is the only way to do
certain things, especially D/A mode.

Next up, I really don't understand the frequency modulation mode at all.
I don't have any idea whatsoever how to support that. It also has a
frequency value that we'll need to understand how the period works and
reloads. Basic idea though is the channel 1 output turns into a value to
modulate channel 0's frequency by, and channel 1's output gets muted.

Next up, I don't know how the volume controls work at all. There's a
master volume left+right, per-channel volume left+right, and per-channel
overall volume. The documentation lists their effects in terms of
decibels. I have no fucking clue how to turn decibels into multiply-by
values. Let alone how to stack THREE levels of audio volume controls
>_>

Next, it looks like the output is always 5-bit unsigned per-channel, but
there's also all the volume adjustments. So I don't know the final
bit-depth of the final output to normalize the value into a signed
floating point value between -1.0 and +1.0. So for now, half the
potential speaker range (anything below zero) isn't used in the
generated output.

As bad as all this sounds, and it is indeed bad ... the audio's about
~75% correct, so you can definitely play games like this, it just won't
be all that much fun.
2017-02-10 08:56:59 +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 186f008574 Update to v102r03 release.
byuu says:

Changelog:

  - PCE: split VCE from VDC
  - HuC6280: changed bus from (uint21 addr) to (uint8 bank, uint13 addr)
  - added SuperGrafx emulation (adds secondary VDC, plus new VPC)

The VDC now has no concept of the actual display raster timing, and
instead is driven by Vpulse (start of frame) and Hpulse (start of
scanline) signals from the VCE. One still can't render the start of the
next scanline onto the current scanline through overly aggressive
timings, but it shouldn't be too much more difficult to allow that to
occur now. This process incurs quite a major speed hit, so low-end
systems with Atom CPUs can't run things at 60fps anymore.

The timing needs a lot of work. The pixels end up very jagged if the VCE
doesn't output batches of 2-4 pixels at a time. But this should not be a
requirement at all, so I'm not sure what's going wrong there.

Yo, Bro and the 512-width mode of TV Sports Basketball is now broken as
a result of these changes, and I'm not sure why.

To load SuperGrafx games, you're going to have to change the .pce
extensions to .sg or .sgx. Or you can manually move the games from the
PC Engine folder to the SuperGrafx folder and change the game folder
extensions. I have no way to tell the games apart. Mednafen uses CRC32
comparisons, and I may consider that since there's only five games, but
I'm not sure yet.

The only SuperGrafx game that's playable right now is Aldynes. And the
priorities are all screwed up. I don't understand how the windows or the
priorities work at all from sgxtech.txt, so ... yeah. It's pretty
broken, but it's a start.

I could really use some help with this, as I'm very lost right now with
rendering :/

-----

Note that the SuperGrafx is technically its own system, it's not an
add-on.

As such, I'm giving it a separate .sys folder, and a separate library.

There's debate over how to name this thing. "SuperGrafx" appears more
popular than "Super Grafx". And you might also call it the "PC Engine
SuperGrafx", but I decided to leave off the prefix so it appears more
distinct.
2017-01-24 08:18:54 +11:00
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.
2017-01-23 08:04:26 +11:00
Tim Allen c40e9754bc Update to v102r01 release.
byuu says:

Changelog:

  - MS, MD, PCE: remove controllers from scheduler in destructor
    [hex_usr]
  - PCE: no controller should return all bits set (still causing errant
    key presses when swapping gamepads)
  - PCE: emulate MDR for hardware I/O $0800-$17ff
  - PCE: change video resolution to 1140x242
  - PCE: added tertiary background Vscroll register (secondary cache)
  - PCE: create classes out of VDC VRAM, SATB, CRAM for cleaner access
    and I/O registers
  - PCE: high bits of CRAM read should be set
  - PCE: partially emulated VCE display registers: color frequency, HDS,
    HDW, VDS, VDW
  - PCE: 32-width sprites now split to two 16-width sprites to handle
    overflow properly
  - PCE: hopefully emulated sprite zero hit correctly (it's not well
    documented, and not often used)
  - PCE: trigger line coincidence interrupts during the previous
    scanline's Hblank period
  - tomoko: raise viewport from 320x240 to 326x242 to accommodate PC
    Engine's max resolution
  - nall: workaround for Clang compilation bug that can't figure out
    that a char is an integral data type
2017-01-22 11:33:36 +11:00
Tim Allen ae5968cfeb Update to v102 release.
byuu says (in the public announcement):

This release adds very preliminary emulation of the Sega Master System
(Mark III), Sega Game Gear, Sega Mega Drive (Genesis), and NEC PC Engine
(Turbografx-16). These cores do not yet offer sound emulation, save
states or cheat codes.

I'm always very hesitant to release a new emulation core in its alpha
stages, as in the past this has resulted in lasting bad impressions
of cores that have since improved greatly. For instance, the Game Boy
Advance emulation offered today is easily the second most accurate around,
yet it is still widely judged by its much older alpha implementation.

However, it's always been tradition with higan to not hold onto code
in secret. Rather than delay future releases for another year or two,
I'll put my faith in you all to understand that the emulation of these
systems will improve over time.

I hope that by releasing things as they are now, I might be able to
receive some much needed assistance in improving these cores, as the
documentation for these new systems is very much less than ideal.

byuu says (in the WIP forum):

Changelog:

  - PCE: latch background scroll registers (fixes Neutopia scrolling)
  - PCE: clip background attribute table scrolling (fixes Blazing Lazers
    scrolling)
  - PCE: support background/sprite enable/disable bits
  - PCE: fix large sprite indexing (fixes Blazing Lazers title screen
    sprites)
  - HuC6280: wrap zeropage accesses to never go beyond $20xx
  - HuC6280: fix alternating addresses for block move instructions
    (fixes Neutopia II)
  - HuC6280: block move instructions save and restore A,X,Y registers
  - HuC6280: emulate BCD mode (may not be 100% correct, based on SNES
    BCD) (fixes Blazing Lazers scoring)
2017-01-20 08:01:15 +11:00
Tim Allen b03563426f Update to v101r35 release.
byuu says:

Changelog:
  - PCE: added 384KB HuCard ROM mirroring mode
  - PCE: corrected D-pad polling order
  - PCE: corrected palette color ordering (GRB, not RGB -- yes,
    seriously)
  - PCE: corrected SATB DMA -- should write to SATB, not to VRAM
  - PCE: broke out Background, Sprite VDC settings to separate
    subclasses
  - PCE: emulated VDC backgrounds
  - PCE: emulated VDC sprites
  - PCE: emulated VDC sprite overflow, collision interrupts
  - HuC6280: fixed disassembler output for STi instructions
  - HuC6280: added missing LastCycle check to interrupt()
  - HuC6280: fixed BIT, CMP, CPX, CPY, TRB, TSB, TST flag testing and
    result
  - HuC6280: added extra cycle delays to the block move instructions
  - HuC6280: fixed ordering for flag set/clear instructions (happens
    after LastCycle check)
  - HuC6280: removed extra cycle from immediate instructions
  - HuC6280: fixed indirectLoad, indirectYStore absolute addressing
  - HuC6280: fixed BBR, BBS zeropage value testing
  - HuC6280: fixed stack push/pull direction

Neutopia looks okay until the main title screen, then there's some
gibberish on the bottom. The game also locks up with some gibberish once
you actually start a new game. So, still not playable just yet =(
2017-01-19 19:38:57 +11:00
Tim Allen f500426158 Update to v101r34 release.
byuu says:

Changelog:

  - PCE: emulated gamepad polling
  - PCE: emulated CPU interrupt sources
  - PCE: emulated timer
  - PCE: smarter emulation of ST0,ST1,ST2 instructions
  - PCE: better structuring of CPU, VDP IO registers
  - PCE: connected palette generation to the interface
  - PCE: emulated basic VDC timing
  - PCE: emulated VDC Vblank, Coincidence, and DMA completion IRQs
  - PCE: emulated VRAM, SATB DMA transfers
  - PCE: emulated VDC I/O registers

Everything I've implemented today likely has lots of bugs, and is
untested for obvious reasons.

So basically, after I fix many horrendous bugs, it should now be
possible to implement the VDC and start getting graphical output.
2017-01-17 08:02:56 +11:00
Tim Allen 8499c64756 Update to v101r33 release.
byuu says:

Changelog:

  - PCE: HuC6280 core completed

There's bound to be a countless stream of bugs, and the cycle counts are
almost certainly not exact yet, but ... all instructions are implemented.

So at this point, I can start comparing trace logs against Mednafen's
debugger output.

Of course, we're very likely to immediately slam into a wall of needing
I/O registers implemented for the VDC in order to proceed further.
2017-01-15 11:58:47 +11:00
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.
2017-01-14 10:59:38 +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 0ad70a30f8 Update to v101r30 release.
byuu says:

Changelog:

  - SMS: added cartridge ROM/RAM mirroring (fixes Alex Kidd)
  - SMS: fixed 8x16 sprite mode (fixes Wonder Boy, Ys graphics)
  - Z80: emulated "ex (sp),hl" instruction
  - Z80: fixed INx NF (should be set instead of cleared)
  - Z80: fixed loop condition check for CPxR, INxR, LDxR, OTxR (fixes
    walking in Wonder Boy)
  - SFC: removed Debugger and sfc/debugger.hpp
  - icarus: connected MS, GG, MD importing to the scan dialog
  - PCE: added emulation skeleton to higan and icarus

At this point, Master System games are fairly highly compatible, sans
audio. Game Gear games are running, but I need to crop the resolution
and support the higher color palette that they can utilize. It's really
something else the way they handled the resolution shrink on that thing.

The last change is obviously going to be the biggest news.

I'm very well aware it's not an ideal time to start on a new emulation
core, with the MS and MD cores only just now coming to life with no
audio support.

But, for whatever reason, my heart's really set on working on the PC
Engine. I wanted to write the final higan skeleton core, and get things
ready so that whenever I'm in the mood to work on the PCE, I can do so.

The skeleton is far and away the most tedious and obnoxious part of the
emulator development, because it's basically all just lots of
boilerplate templated code, lots of new files to create, etc.

I really don't know how things are going to proceed ... but I can say
with 99.9% certainty that this will be the final brand new core ever
added to higan -- at least one written by me, that is. This was
basically the last system from my childhood that I ever cared about.
It's the last 2D system with games that I really enjoy playing. No other
system is worth dividing my efforts and reducing the quality and amount
of time to work on the systems I have.

In the future, there will be potential for FDS, Mega CD and PCE-CD
support. But those will all be add-ons, and they'll all be really
difficult and challenge the entire design of higan's UI (it's entirely
cartridge-driven at this time.) None of them will be entirely new cores
like this one.
2017-01-12 07:27:30 +11:00
Tim Allen 79c83ade70 Update to v101r29 release.
byuu says:

Changelog:

  - SMS: background VDP clips partial tiles on the left (math may not be
    right ... it's hard to reason about)
  - SMS: fix background VDP scroll locks
  - SMS: fix VDP sprite coordinates
  - SMS: paint black after the end of the visible display
      - todo: shouldn't be a brute force at the end of the main VDP
        loop, should happen in each rendering unit
  - higan: removed emulator/debugger.hpp
  - higan: removed privileged: access specifier
  - SFC: removed debugger hooks
      - todo: remove sfc/debugger.hpp
  - Z80: fixed disassembly of (fd,dd) cb (displacement) (opcode)
    instructions
  - Z80: fix to prevent interrupts from firing between ix/iy prefixes
    and opcodes
      - todo: this is a rather hacky fix that could, if exploited, crash
        the stack frame
  - Z80: fix BIT flags
  - Z80: fix ADD hl,reg flags
  - Z80: fix CPD, CPI flags
  - Z80: fix IND, INI flags
  - Z80: fix INDR, INIT loop flag check
  - Z80: fix OUTD, OUTI flags
  - Z80: fix OTDR, OTIR loop flag check
2017-01-10 08:27:13 +11:00
Tim Allen a3aea95e6b Update to v101r28 release.
byuu says:

Changelog:

  - SMS: emulated the remaining 240 instructions in the (0xfd, 0xdd)
    0xcb (displacement) (opcode) set
      - 1/8th of these were "legal" instructions, and apparently games
        use them a lot
  - SMS: emulated the standard gamepad controllers
      - reset button not emulated yet

The reset button is tricky. In every other case, reset is a hardware
thing that instantly reboots the entire machine.

But on the SMS, it's more like a gamepad button that's attached to the
front of the device. When you press it, it fires off a reset vector
interrupt and the gamepad polling routine lets you query the status of
the button.

Just having a reset option in the "Master System" hardware menu is not
sufficient to fully emulate the behavior. Even more annoying is that the
Game Gear doesn't have such a button, yet the core information structs
aren't flexible enough for the Master System to have it, and the Game
Gear to not have it, in the main menu. But that doesn't matter anyway,
since it won't work having it in the menu for the Master System.

So as a result, I'm going to have to have a new "input device" called
"Hardware" that has the "Reset" button listed under there. And for the
sake of consistency, I'm not sure if we should treat the other systems
the same way or not :/
2017-01-09 07:55:02 +11:00
Tim Allen 569f5abc28 Update to v101r27 release.
byuu says:

Changelog:

  - SMS: emulated the generic Sega memory mapper (none of the more
    limited forms of it yet)
      - (missing ROM shift, ROM write enable emulation -- no commercial
        games use either, though)
  - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every
    key is being pressed at once
      - (this is a hack until I implement proper controller pad reading)
  - SMS: very limited protection against reading/writing past the end of
    ROM/RAM (todo: should mirror)
  - SMS: VDP background HSCROLL subtracts, rather than adds, to the
    offset (unlike VSCROLL)
  - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in
    192-line mode (32x28 tilemap)
  - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather
    than `(x&7)`
  - SMS: fix output color to be 6-bit rather than 5-bit
  - SMS: left clip uses register `#7`, not palette color `#7`
      - (todo: do we want `color[reg7]` or `color[16 + reg7]`?)
  - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its
    disassembler
  - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing
    0x10-0xff)
  - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow
    (IX,IY)+d
  - SMS: fixed major logic bug in (IX,IY)+d displacement
      - (was using `read(x)` instead of `operand()` for the displacement
        byte fetch before)
  - icarus: fake there always being 32KiB of RAM in all SMS cartridges
    for the time being
      - (not sure how to detect this stuff yet; although I've read it's
        not even really possible `>_>`)

TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.)

Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 19:11:38 +11:00
Tim Allen 5bdf55f08f Update to v101r25 release.
byuu says:

Changelog:

  - SMS: emulated VDP mode 4 graphical output (background, sprites)
  - added $(windres) to icarus as well

I'm sure the VDP emulation is still really, really buggy, but
essentially I handle:

  - mode 4 rendering
  - background scrolling
  - background hscroll lock
  - background vscroll lock
  - background nametable relocation
  - sprite nametable relocation
  - sprite tiledata relocation
  - sprite 192-line y=0xd0 edge case (end sprite rendering)
  - sprite 8-pixel x-coordinate displacement
  - sprite extended size (height only in mode 4)
  - sprite overflow
  - sprite collision
  - left column masking
  - display disable
  - backdrop color
  - 192, 224, 240 height

I do not support:

  - mode 2 rendering
  - sprite zoom
  - disallowing 240 height in NTSC mode
  - PAL mode
  - probably lots more
2016-12-30 18:24:35 +11:00
Tim Allen e30780bb72 Update to v101r25 release.
byuu says:

Changelog:

  - Makefile: added $(windres), -lpthread to Windows port
  - GBA: WAITCNT.prefetch is not writable (should fix Donkey Kong: King
    of Swing) \[endrift\]
  - SMS: fixed hcounter shift value \[hex\_usr\]
  - SMS: emulated interrupts (reset button isn't hooked up anywhere, not
    sure where to put it yet)

This WIP actually took a really long time because the documentation on
SMS interrupts was all over the place. I'm hoping I've emulated them
correctly, but I honestly have no idea. It's based off my best
understanding from four or five different sources. So it's probably
quite buggy.

However, a few interrupts fire in Sonic the Hedgehog, so that's
something to start with. Now I just have to hope I've gotten some games
far enough in that I can start seeing some data in the VDP VRAM. I need
that before I can start emulating graphics mode 4 to get some actual
screen output.

Or I can just say to hell with it and use a "Hello World" test ROM.
That'd probably be smarter.
2016-12-26 23:11:08 +11:00
Tim Allen bab2ac812a Update to v101r24 release.
byuu says:

Changelog:

  - SMS: extended bus mapping of in/out ports: now decoding them fully
    inside ms/bus
  - SMS: moved Z80 disassembly code from processor/z80 to ms/cpu
    (cosmetic)
  - SMS: hooked up non-functional silent PSG sample generation, so I can
    cap the framerate at 60fps
  - SMS: hooked up the VDP main loop: 684 clocks/scanline, 262
    scanlines/frame (no PAL support yet)
  - SMS: emulated the VDP Vcounter and Hcounter polling ... hopefully
    it's right, as it's very bizarre
  - SMS: emulated VDP in/out ports (data read, data write, status read,
    control write, register write)
  - SMS: decoding and caching all VDP register flags (variable names
    will probably change)
  - nall: \#undef IN on Windows port (prevent compilation warning on
    processor/z80)

Watching Sonic the Hedgehog, I can definitely see some VDP register
writes going through, which is a good sign.

Probably the big thing that's needed before I can get enough into the
VDP to start showing graphics is interrupt support. And interrupts are
never fun to figure out :/

What really sucks on this front is I'm flying blind on the Z80 CPU core.
Without a working VDP, I can't run any Z80 test ROMs to look for CPU
bugs. And the CPU is certainly too buggy still to run said test ROM
anyway. I can't find any SMS emulators with trace logging from reset.
Such logs vastly accelerate tracking down CPU logic bugs, so without
them, it's going to take a lot longer.
2016-12-17 22:31:34 +11:00
Tim Allen 1d7b674dd4 Update to v101r23 release.
byuu says:

This is a really tiny WIP. Just wanted to add the known fixes before I start debugging it against Mednafen in a fork.

Changelog:

  - Z80: fixed flag calculations on 8-bit ADC, ADD, SBC, SUB
  - Z80: fixed flag calculations on 16-bit ADD
  - Z80: simplified DAA logic \[AWJ\]
  - Z80: RETI sets IFF1=IFF2 (same as RETN)
2016-11-15 18:20:42 +11:00
Tim Allen c2c957a9da Update to v101r22 release.
byuu says:

Changelog:
- Z80: all 25 remaining instructions implemented

Now onto the debugging ... :/
2016-11-01 22:42:25 +11:00