mirror of https://github.com/bsnes-emu/bsnes.git
11 Commits
Author | SHA1 | Message | Date |
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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 |
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Tim Allen | ccd8878d75 |
Update to v099r07 release.
byuu says: Changelog: - (hopefully) fixed BS Memory and Sufami Turbo slot loading - ported GB, GBA, WS cores to use nall/vfs - completely removed loadRequest, saveRequest functionality from Emulator::Interface and ui-tomoko - loadRequest(folder) is now load(folder) - save states now use a shared Emulator::SerializerVersion string - whenever this is bumped, all older states will break; but this makes bumping state versions way easier - also, the version string makes it a lot easier to identify compatibility windows for save states - SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr] NOTE: Super Game Boy loading is currently broken, and I'm not entirely sure how to fix it :/ The file loading handoff was -really- complicated, and so I'm kind of at a loss ... so for now, don't try it. Everything else should theoretically work, so please report any bugs you find. So, this is pretty much it. I'd be very curious to hear feedback from people who objected to the old nall/stream design, whether they are happy with the new file loading system or think it could use further improvements. The 16-bit VRAM turned out to be a wash on performance (roughly the same as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The main reason for this was because Yoshi's Island was breaking horribly until I changed the vramRead, vramWrite functions to take uint15 instead of uint16. I suspect the issue is we're using uint16s in some areas now that need to be uint15, and this game is setting the VRAM address to 0x8000+, causing us to go out of bounds on memory accesses. But ... I want to go ahead and do something cute for fun, and just because we can ... and this new interface is so incredibly perfect for it!! I want to support an SNES unit with 128KiB of VRAM. Not out of the box, but as a fun little tweakable thing. The SNES was clearly designed to support that, they just didn't use big enough VRAM chips, and left one of the lines disconnected. So ... let's connect it anyway! In the end, if we design it right, the only code difference should be one area where we mask by 15-bits instead of by 16-bits. |
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Tim Allen | 680d16561e |
Update to v097r29 release.
byuu says: Changelog: - fixed DAS instruction (Judgment Silversword score) - fixed [VH]TMR_FREQ writes (Judgement Silversword audio after area 20) - fixed initialization of SP (fixes seven games that were hanging on startup) - added SER_STATUS and SER_DATA stubs (fixes four games that were hanging on startup) - initialized IEEP data (fixes Super Robot Taisen Compact 2 series) - note: you'll need to delete your internal.com in WonderSwan (Color).sys folders - fixed CMPS and SCAS termination condition (fixes serious bugs in four games) - set read/writeCompleted flags for EEPROM status (fixes Tetsujin 28 Gou) - major code cleanups to SFC/R65816 and SFC/CPU - mostly refactored disassembler to output strings instead of using char* buffer - unrolled all the subfolders on sfc/cpu to a single directory - corrected casing for all of sfc/cpu and a large portion of processor/r65816 I kind of went overboard on the code cleanup with this WIP. Hopefully nothing broke. Any testing one can do with the SFC accuracy core would be greatly appreciated. There's still an absolutely huge amount of work left to go, but I do want to eventually refresh the entire codebase to my current coding style, which is extremely different from stuff that's been in higan mostly untouched since ~2006 or so. It's dangerous and fickle work, but if I don't do it, then the code will be a jumbled mess of several different styles. |
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Tim Allen | 379ab6991f |
Update to v097r28 release.
byuu says: Changelog: (all WSC unless otherwise noted) - fixed LINECMP=0 interrupt case (fixes FF4 world map during airship sequence) - improved CPU timing (fixes Magical Drop flickering and FF1 battle music) - added per-frame OAM caching (fixes sprite glitchiness in Magical Drop, Riviera, etc.) - added RTC emulation (fixes Dicing Knight and Judgement Silversword) - added save state support - added cheat code support (untested because I don't know of any cheat codes that exist for this system) - icarus: can now detect games with RTC chips - SFC: bugfix to SharpRTC emulation (Dai Kaijuu Monogatari II) - ( I was adding the extra leap year day to all 12 months instead of just February ... >_< ) Note that the RTC emulation is very incomplete. It's not really documented at all, and the two games I've tried that use it never even ask you to set the date/time (so they're probably just using it to count seconds.) I'm not even sure if I've implement the level-sensitive behavior correctly (actually, now that I think about it, I need to mask the clear bit in INT_ACK for the level-sensitive interrupts ...) A bit worried about the RTC alarm, because it seems like it'll fire continuously for a full minute. Or even if you turn it off after it fires, then that doesn't seem to be lowering the line until the next second ticks on the RTC, so that likely needs to happen when changing the alarm flag. Also not sure on this RTC's weekday byte. On the SharpRTC, it actually computes this for you. Because it's not at all an easy thing to calculate yourself in 65816 or V30MZ assembler. About 40 lines of code to do it in C. For now, I'm requiring the program to calculate the value itself. Also note that there's some gibberish tiles in Judgement Silversword, sadly. Not sure what's up there, but the game's still fully playable at least. Finally, no surprise: Beat-Mania doesn't run :P |
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Tim Allen | d3413db04a |
Update to v097r27 release.
byuu says: Absolutely major improvements to the WS/C emulation today. Changelog: (all WS/C related) - fixed channel 3 sweep pitch adjustment - fixed channel 3 sweep value sign extension - removed errant channel 5 speed setting (not what's really going on) - fixed sign extension on channel 5 samples - improved DAC mixing of all five audio channels - fixed r26 regression with PPU timing loop - fixed sprite windowing behavior (sprite attribute flag is window mode; not window enable) - added per-scanline register latching to the PPU - IRQs should terminate HLT even when the IRQ enable register bits are clear - fixed PALMONO reads - added blur emulation - added color emulation (based on GBA, so it heavily desaturates colors; not entirely correct, but it helps a lot) - no longer decimating audio to 24KHz; running at full 3.072MHz through the windowed sinc filter [1] - cleaned up PPU portRead / portWrite functions significantly - emulated a weird quirk as mentioned by trap15 regarding timer frequency writes enabling said timers [2] - emulated LCD_CTRL sleep bit; screen can now be disabled (always draws black in this case for now) - improved OAM caching; but it's still disabled because it causes huge amounts of sprite glitches (unsure why) - fixed rendering of sprites that wrap around the screen edges back to the top/left of the display - emulated keypad interrupts - icarus: detect orientation bit in game header - higan: use orientation setting in manifest to set default screen rotation [1] the 24KHz -> 3.072MHz sound change is huge. Sound is substantially improved over the previous WIPs. It does come at a pretty major speed penalty, though. This is the highest frequency of any system in higan running through an incredibly (amazing, yet) demanding sinc resampler. Frame rate dropped from around 240fps to 150fps with the sinc filter on. If you choose a different audio filter, you'll get most of that speed back, but audio will sound worse again. [2] we aren't sure if this is correct hardware behavior or not. It seems to very slightly help Magical Drop, but not much. The blur emulation is brutal. It's absolutely required for Riviera's translucency simulation of selected menu items, but it causes serious headaches due to the WS's ~75hz refresh rate running on ~60hz monitors without vsync. It's probably best to leave it off and just deal with the awful flickering on Riviera's menu options. Overall, WS/C emulation is starting to get quite usable indeed. Couple of major bugs that I'd really like to get fixed before releasing it, though. But they're getting harder and harder to fix ... Major Bugs: - Final Fantasy battle background music is absent. Sound effects still work. Very weird. - Final Fantasy IV scrolling during airship flight opening sequence is horribly broken. Scrolls one screen at a time. - Magical Drop flickers like crazy in-game. Basically unplayable like this. - Star Hearts character names don't appear in the smaller dialog box that pops up. Minor Bugs: - Occasional flickering during Riviera opening scenes. - One-frame flicker of Leda's sprite at the start of the first stage. |
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Tim Allen | b0d2f5033e |
Update to v097r21 release.
byuu says: Changelog: - icarus: WS/C detects RAM type/size heuristically now - icarus: WS/C uses ram type=$type instead of $type - WS: use back color instead of white for backdrop - WS: fixed sprite count limit; removes all the garbled sprites from GunPey - WS: hopefully fixed sprite priority with screen 2 - WS: implemented keypad polling; GunPey is now fully playable - SNES: added Super Disc expansion port device (doesn't do anything, just for testing) Note: WS is hard-coded to vertical orientation right now. But there's basic code in there for all the horizontal stuff. |
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Tim Allen | 810cbdafb4 |
Update to v097r16 release.
byuu says: Changelog: - sfc/ppu/sprite updated to use new .bit(s) functions; masked sizes better; added valid flags instead of using magic numbers - ws/ppu updates to use new .bit(s) functions - ws/ppu: added line compare interrupt support - added ws/eeprom; emulation of WS/WSC internal EEPROM and cartridge EEPROM (1kbit - 16kbit supported) - added basic read/write handlers for remaining WS/WSC PPU registers WS EEPROM emulation is basically a direct copy of trap15's code. Still some unknown areas in there, but hopefully it's enough to get further into games that depend on EEPROM support. Note that you'll have to manually add the eeprom line to the manifest for now, as icarus doesn't know how to detect EEPROM/sizes yet. I figured the changes to the SNES PPU sprites would slow it down a tad, but it actually sped it up. Most of the impact from the integer classes are gone now. |
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Tim Allen | 32a95a9761 |
Update to v097r12 release.
byuu says: Nothing WS-related this time. First, I fixed expansion port device mapping. On first load, it was mapping the expansion port device too late, so it ended up not taking effect. I had to spin out the logic for that into Program::connectDevices(). This was proving to be quite annoying while testing eBoot (SNES-Hook simulation.) Second, I fixed the audio->set(Frequency, Latency) functions to take (uint) parameters from the configuration file, so the weird behavior around changing settings in the audio panel should hopefully be gone now. Third, I rewrote the interface->load,unload functions to call into the (Emulator)::System::load,unload functions. And I have those call out to Cartridge::load,unload. Before, this was inverted, and Cartridge::load() was invoking System::load(), which I felt was kind of backward. The Super Game Boy really didn't like this change, however. And it took me a few hours to power through it. Before, I had the Game Boy core dummying out all the interface->(load,save)Request calls, and having the SNES core make them for it. This is because the folder paths and IDs will be different between the two cores. I've redesigned things so that ICD2's Emulator::Interface overloads loadRequest and saveRequest, and translates the requests into new requests for the SuperFamicom core. This allows the Game Boy code to do its own loading for everything without a bunch of Super Game Boy special casing, and without any awkwardness around powering on with no cartridge inserted. This also lets the SNES side of things simply call into higher-level GameBoy::interface->load,save(id, stream) functions instead of stabbing at the raw underlying state inside of various Game Boy core emulation classes. So things are a lot better abstracted now. |
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Tim Allen | 605a8aa3e9 |
Update to v097r05 release.
byuu says: More V30MZ implemented, a lot more to go. icarus now supports importing WS and WSC games. It expects them to have the correct file extension, same for GB and GBC. > Ugh, apparently HiDPI icarus doesn't let you press the check boxes. I set the flag value in the plist to false for now. Forgot to do it for higan, but hopefully I won't forget before release. |
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Tim Allen | a8323d0d2b |
Update to v097r04 release.
byuu says: Lots of improvements. We're now able to start executing some V30MZ instructions. 32 of 256 opcodes implemented so far. I hope this goes without saying, but there's absolutely no point in loading WS/WSC games right now. You won't see anything until I have the full CPU and partial PPU implemented. ROM bank 2 works properly now, the I/O map is 16-bit (address) x 16-bit (data) as it should be*, and I have a basic disassembler in place (adding to it as I emulate new opcodes.) (* I don't know what happens if you access an 8-bit port in 16-bit mode or vice versa, so for now I'm just treating the handlers as always being 16-bit, and discarding the upper 8-bits when not needed.) |
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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. |