Commit Graph

11 Commits

Author SHA1 Message Date
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 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 f48b332c83 Update to v099r08 release.
byuu says:

Changelog:
- nall/vfs work 100% completed; even SGB games load now
- emulation cores now call load() for the base cartridges as well
- updated port/device handling; portmask is gone; device ID bug should
  be resolved now
- SNES controller port 1 multitap option was removed
- added support for 128KiB SNES PPU VRAM (for now, edit sfc/ppu/ppu.hpp
  VRAM::size=0x10000; to enable)

Overall, nall/vfs was a huge success!! We've substantially reduced
the amount of boilerplate code everywhere, while still allowing (even
easier than before) support for RAM-based game loading/saving. All of
nall/stream is dead and buried.

I am considering removing Emulator::Interface::Medium::id and/or
bootable flag. Or at least, doing something different with it. The
values for the non-bootable GB/BS/ST entries duplicate the ID that is
supposed to be unique. They are for GB/GBC and WS/WSC. Maybe I'll use
this as the hardware revision selection ID, and then gut non-bootable
options. There's really no reason for that to be there. I think at one
point I was using it to generate library tabs for non-bootable systems,
but we don't do that anymore anyway.

Emulator::Interface::load() may not need the required flag anymore ... it
doesn't really do anything right now anyway.

I have a few reasons for having the cores load the base cartridge. Most
importantly, it is going to enable a special mode for the WonderSwan /
WonderSwan Color in the future. If we ever get the IPLROMs dumped ... it's
possible to boot these systems with no games inserted to set user profile
information and such. There are also other systems that may accept being
booted without a cartridge. To reach this state, you would load a game and
then cancel the load dialog. Right now, this results in games not loading.

The second reason is this prevents nasty crashes when loading fails. So
if you're missing a required manifest, the emulator won't die a violent
death anymore. It's able to back out at any point.

The third reason is consistency: loading the base cartridge works the
same as the slot cartridges.

The fourth reason is Emulator::Interface::open(uint pathID)
values. Before, the GB, SB, GBC modes were IDs 1,2,3 respectively. This
complicated things because you had to pass the correct ID. But now
instead, Emulator::Interface::load() returns maybe<uint> that is nothing
when no game is selected, and a pathID for a valid game. And now open()
can take this ID to access this game's folder contents.

The downside, which is temporary, is that command-line loading is
currently broken. But I do intend on restoring it. In fact, I want to do
better than before and allow multi-cart booting from the command-line by
specifying the base cartridge and then slot cartridges. The idea should
be pretty simple: keep a queue of pending filenames that we fill from
the command-line and/or drag-and-drop operations on the main window,
and then empty out the queue or prompt for load dialogs from the UI
when booting a system. This also might be a bit more unorthodox compared
to the traditional emulator design of "loadGame(filename)", but ... oh
well. It's easy enough still.

The port/device changes are fun. We simplified things quite a bit. The
portmask stuff is gone entirely. While ports and devices keep IDs,
this is really just sugar-coating so UIs can use for(auto& port :
emulator->ports) and access port.id; rather than having to use for(auto
n : range(emulator->ports)) { auto& port = emulator->ports[n]; ... };
but they should otherwise generally be identical to the order they appear
in their respective ranges. Still, don't rely on that.

Input::id is gone. There was no point since we also got rid of the nasty
Input::order vector. Since I was in here, I went ahead and caved on the
pedantics and renamed Input::guid to Input::userData.

I removed the SNES controller port 1 multitap option. Basically, the only
game that uses this is N-warp Daisakusen and, no offense to d4s, it's
not really a good game anyway. It's just a quick demo to show 8-players
on the SNES. But in the UI, all it does is confuse people into wasting
time mapping a controller they're never going to use, and they're going
to wonder which port to use. If more compelling use cases for 8-players
comes about, we can reconsider this. I left all the code to support this
in place, so all you have to do is uncomment one line to enable it again.

We now have dsnes emulation! :D
If you change PPU::VRAM::size to 0x10000 (words), then you should now
have 128KiB of VRAM. Even better, it serializes the used-VRAM size,
so your save states shouldn't crash on you if you swap between the two
(though if you try this, you're nuts.)

Note that this option does break commercial software. Yoshi's Island in
particular. This game is setting A15 on some PPU register writes, but
not on others. The end result of this is things break horribly in-game.

Also, this option is causing a very tiny speed hit for obvious reasons
with the variable masking value (I'm even using size-1 for now.) Given
how niche this is, I may just leave it a compile-time constant to avoid
the overhead cost. Otherwise, if we keep the option, then it'll go into
Super Famicom.sys/manifest.bml ... I'll flesh that out in the near-future.

----

Finally, some fun for my OCD ... my monitor suddenly cut out on me
in the middle of working on this WIP, about six hours in of non-stop
work. Had to hit a bunch of ctrl+alt+fN commands (among other things)
and trying to log in headless on another TTY to do issue commands,
trying to recover the display. Finally power cycled the monitor and it
came back up. So all my typing ended up going to who knows where.

Usually this sort of thing terrifies me enough that I scrap a WIP and
start over to ensure I didn't screw anything up during the crashed screen
when hitting keys randomly.

Obviously, everything compiles and appears to work fine. And I know
it's extremely paranoid, but OCD isn't logical, so ... I'm going
to go over every line of the 100KiB r07->r08 diff looking for any
corruption/errors/whatever.

----

Review finished.

r08 diff review notes:
- fc/controller/gamepad/gamepad.cpp:
  use uint device = ID::Device::Gamepad; not id = ...;
- gb/cartridge/cartridge.hpp:
  remove redundant uint _pathID; (in Information::pathID already)
- gb/cartridge/cartridge.hpp:
  pull sha256 inside Information
- sfc/cartridge/load/cpp:
  add " - Slot (A,B)" to interface->load("Sufami Turbo"); to be more
  descriptive
- sfc/controller/gamepad/gamepad.cpp:
  use uint device = ID::Device::Gamepad; not id = ...;
- sfc/interface/interface.cpp:
  remove n variable from the Multitap device input generation loop
  (now unused)
- sfc/interface/interface.hpp:
  put struct Port above struct Device like the other classes
- ui-tomoko:
  cheats.bml is reading from/writing to mediumPaths(0) [system folder
  instead of game folder]
- ui-tomoko:
  instead of mediumPaths(1) - call emulator->metadataPathID() or something
  like that
2016-06-24 22:16:53 +10:00
Tim Allen 7f3cfa17b9 Update to v098r12 release.
byuu says:

Changelog:
- higan/video: added support for Emulator::Sprite
- higan/resource: a new system for accessing embedded binary files
  inside the emulation cores; holds the sprites
- higan/sfc/superscope,justifier: re-enabled display of crosshairs
- higan/sfc/superscope: fixed turbo toggle (also shows different
  crosshair color when in turbo mode)
- higan/sfc/ppu: always outputs at 512x480 resolution now
  - causes a slight speed-hit from ~127fps to ~125fps;
  - but allows high-resolution 32x32 cursors that look way better;
  - also avoids the need to implement sprite scaling logic

Right now, the PPU code to always output at 480-height is a really gross
hack. Don't worry, I'll make that nicer before release.

Also, superscope.cpp and justifier.cpp are built around a 256x240
screen. But since we now have 512x480, we can make the cursor's movement
much smoother by doubling the resolution on both axes. The actual games
won't see any accuracy improvements when firing the light guns, but the
cursors will animate nicer so I think it's still worth it. I'll work on
that before the next release as well.

The current 32x32 cursors are nicer, but we can do better now with full
24-bit color. So feel free to submit alternatives. I'll probably reject
them, but you can always try :D

The sprites don't support alpha blending, just color keying (0x00000000
= transparent; anything else is 0xff......). We can revisit that later
if necessary.

The way I have it designed, the only files that do anything with
Emulator::Sprite at all are the superscope and justifier folders.
I didn't have to add any hooks anywhere else. Rendering the sprite is
a lot cleaner than the old code, too.
2016-05-26 21:20:15 +10:00
Tim Allen e2ee6689a0 Update to v098r06 release.
byuu says:

Changelog:
- emulation cores now refresh video from host thread instead of
  cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
  armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
  manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
  - it is now possible to have more than two audio streams: eg SNES
    + SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
  configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
  luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it

I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.

Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/

I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 23:35:51 +10:00
Tim Allen 19e1d89f00 Update to v098r01 release.
byuu says:

Changelog:
- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed
- SFC: Coprocessor, Controller (and expansion port) shared Thread code
  merged to SFC::Cothread
  - Cothread here just means "Thread with CPU affinity" (couldn't think
    of a better name, sorry)
- SFC: CPU now has vector<Thread*> coprocessors, peripherals;
  - this is the beginning of work to allow expansion port devices to be
    dynamically changed at run-time
- ruby: all audio drivers default to 48000hz instead of 22050hz now if
  no frequency is assigned
  - note: the WASAPI driver can default to whatever the native frequency
    is; doesn't have to be 48000hz
- tomoko: removed the ability to change the frequency from the UI (but
  it will display the frequency used)
- tomoko: removed the timing settings panel
  - the goal is to work toward smooth video via adaptive sync
  - the model is broken by not being in control of the audio frequency
    anyway
  - it's further broken by PAL running at 50hz and WSC running at 75hz
  - it was always broken anyway by SNES interlace timing varying from
    progressive timing
- higan: audio/ stub created (for now, it's just nall/dsp/ moved here
  and included as a header)
- higan: video/ stub created
- higan/GNUmakefile: now includes build rules for essential components
  (libco, emulator, audio, video)

The audio changes are in preparation to merge wareya's awesome WASAPI
work without the need for the nall/dsp resampler.
2016-04-09 13:40:12 +10:00
Tim Allen 7dc62e3a69 Update to v097r19 release.
byuu says:

Changelog:
- fixed nall/windows/guard.hpp
- fixed hiro/(windows,gtk)/header.hpp
- fixed Famicom PPU OAM reads (mask the correct bits when writing)
  [hex_usr]
- removed the need for (system := system) lines from higan/GNUmakefile
- added "All" option to filetype dropdown for ROM loading
  - allows loading GBC games in SGB mode (and technically non-GB(C)
    games, which will obviously fail to do anything)
- loki can load and play game folders now (command-line only) (extremely
  unimpressive; don't waste your time :P)
  - the input is extremely hacked in as a quick placeholder; not sure
    how I'm going to do mapping yet for it
2016-03-13 11:22:14 +11:00
Tim Allen fc7d5991ce Update to v097r18 release.
byuu says:

Changelog:
- fixed SNES sprite priority regression from r17
- added nall/windows/guard.hpp to guard against global namespace
  pollution (similar to nall/xorg/guard.hpp)
- almost fixed Windows compilation (still accuracy profile only, sorry)
- finished porting all of gba/ppu's registers over to the new .bit,.bits
  format ... all GBA registers.cpp files gone now
- the "processors :=" line in the target-$(ui)/GNUmakefile is no longer
  required
  - processors += added to each emulator core
  - duplicates are removed using the new nall/GNUmakefile's $(unique)
    function
- SFC core can be compiled without the GB core now
  - "-DSFC_SUPERGAMEBOY" is required to build in SGB support now (it's
    set in target-tomoko/GNUmakefile)
- started once again on loki (higan/target-loki/) [as before, loki is
  Linux/BSD only on account of needing hiro::Console]

loki shouldn't be too horrendous ... I hope. I just have the base
skeleton ready for now. But the code from v094r08 should be mostly
copyable over to it. It's just that it's about 50KiB of incredibly
tricky code that has to be just perfect, so it's not going to be quick.
But at least with the skeleton, it'll be a lot easier to pick away at it
as I want.

Windows compilation fix: move hiro/windows/header.hpp line 18 (header
guard) to line 16 instead.
2016-03-13 11:22:14 +11:00
Tim Allen d7998b23ef Update to v097r03 release.
byuu says:

So, this WIP starts work on something new for higan. Obviously, I can't
keep it a secret until it's ready, because I want to continue daily WIP
releases, and of course, solicit feedback as I go along.
2016-01-27 22:31:39 +11:00
Tim Allen cec33c1d0f Update to v096r07 release.
byuu says:

Changelog:
- configuration files are now stored in localpath() instead of configpath()
- Video gamma/saturation/luminance sliders are gone now, sorry
- added Video Filter->Blur Emulation [1]
- added Video Filter->Scanline Emulation [2]
- improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn]

[1] For the Famicom, this does nothing. For the Super Famicom, this
performs horizontal blending for proper pseudo-hires translucency. For
the Game Boy, Game Boy Color, and Game Boy Advance, this performs
interframe blending (each frame is the average of the current and
previous frame), which is important for things like the GBVideoPlayer.

[2] Right now, this only applies to the Super Famicom, but it'll come to
the Famicom in the future. For the Super Famicom, this option doesn't
just add scanlines, it simulates the phosphor decay that's visible in
interlace mode. If you observe an interlaced game like RPM Racing on
a real SNES, you'll notice that even on perfectly still screens, the
image appears to shake. This option emulates that effect.

Note 1: the buffering right now is a little sub-optimal, so there will
be a slight speed hit with this new support. Since the core is now
generating native ARGB8888 colors, it might as well call out to the
interface to lock/unlock/refresh the video, that way it can render
directly to the screen. Although ... that might not be such a hot idea,
since the GBx interframe blending reads from the target buffer, and that
tends to be a catastrophic option for performance.

Note 2: the balanced and performance profiles for the SNES are
completely busted again. This WIP took 6 1/2 hours, and I'm exhausted.
Very much not looking forward to working on those, since those two have
all kinds of fucked up speedup tricks for non-interlaced and/or
non-hires video modes.

Note 3: if you're on Windows and you saved your system folders somewhere
else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 21:07:57 +11:00
Tim Allen 47d4bd4d81 Update to v096r01 release.
byuu says:

Changelog:

- restructured the project and removed a whole bunch of old/dead
  directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
  functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
  region=(ntsc,pal) ... the former was too obtuse

If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.

It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.
2015-12-30 17:54:59 +11:00