byuu says:
Changelog:
- added preliminary WASAPI driver (it's really terrible, though. Patches
most welcome.)
- all of processor/ updated to auto fn() -> ret syntax
- all of gb/ updated to auto fn() -> ret syntax
If you want to test the WASAPI driver, then edit ui-tomoko/GNUmakefile,
and replace audio.xaudio2 with audio.wasapi Note that the two drivers
are incompatible and cannot co-exist (yet. We can probably make it work
in the future.)
All that's left for the auto fn() -> ret syntax is the NES core and the
balanced/performance SNES components. This is kind of a big deal because
this syntax change causes diffs between WIPs to go crazy. So the sooner
we get this done and out of the way, the better. It's also nice from
a consistency standpoint, of course.
byuu says:
Changelog:
- Game Boy (Color): STAT OAM+HBlank IRQs only trigger during LY=0-143
with display enabled
- fixes backgrounds and text in Wacky Races
- Game Boy (Color): fixed underflow in window clamping
- fixes Wacky Races, Prehistorik Man, Alleyway, etc
- Game Boy (Color): LCD OAM DMA was running too slow
- fixes Shin Megami Tensei - Devichil - Kuro no Sho
- Game Boy Advance: removed built-in frame blending; display emulation
shaders will handle this going forward
- Game Boy Advance: added Game Boy Player emulation
- currently the screen is tinted red during rumble, no actual gamepad
rumble support yet
- this is going to be slow, as we have to hash the frame to detect the
GBP logo, it'll be optional later on
- Emulator::Interface::Palette can now output a raw palette (for Display
Emulation shaders only)
- color channels are not yet split up, it's just the raw packed value
byuu says:
Changelog:
- GB/C OAM DMA now runs in parallel with the CPU
- CPU can only access HRAM during OAM DMA
- fixed SGB mode again
- brand new config files will default to the optimal drivers now
(OpenGL, etc) instead of the safest
- hopefully fixed remaining Windows UI issues
byuu says:
Changelog:
- importing a game won't show message box on success
- importing a game will select the game that was imported in the list
- caveat: GTK+ port doesn't seem to be removing focus from item 0 even
though the selection is on item 2
- Game Boy audio reduced in volume by 50%
- Game Boy Advance audio reduced in volume by 50%
- Game Boy internally mixes audio at 2MHz now
- Game Boy Advance's Game Boy audio hardware internally mixes audio at
2MHz now
- Game Boy Color doesn't sort sprites by X-coordinate
- Game Boy Color allows transparency on BGpriority pixels
- caveat: this seems to allow sprites to appear on top of windows
- Game Boy Color VRAM DMA transfers 16 bytes in 8 clocks (or 16 clocks
in double speed mode)
- Game Boy Color VRAM DMA masks low 4-bits of source and destination
address
- Game Boy Color VRAM DMA only allows reads from ROM or RAM
- Game Boy Color VRAM DMA only allows writes to VRAM
- fixed a bug in dereferencing a nullptr from pObject::find(), should
fix crash when pressing enter key on blank windows
- fixed Windows RadioItem selection
- Game Boy Advance color emulation code added
byuu says:
Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
[Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
(requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
/ ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
refactoring to date)
One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.