Commit Graph

8 Commits

Author SHA1 Message Date
Tim Allen 559a6585ef Update to v106r81 release.
byuu says:

First 32 instructions implemented in the TLCS900H disassembler. Only 992
to go!

I removed the use of anonymous namespaces in nall. It was something I
rarely used, because it rarely did what I wanted.

I updated all nested namespaces to use C++17-style namespace Foo::Bar {}
syntax instead of classic C++-style namespace Foo { namespace Bar {}}.

I updated ruby::Video::acquire() to return a struct, so we can use C++17
structured bindings. Long term, I want to get away from all functions
that take references for output only. Even though C++ botched structured
bindings by not allowing you to bind to existing variables, it's even
worse to have function calls that take arguments by reference and then
write to them. From the caller side, you can't tell the value is being
written, nor that the value passed in doesn't matter, which is terrible.
2019-01-16 13:02:24 +11:00
Tim Allen bd814f0358 Update to v106r59 release.
byuu says:

Changelog:

  - fixed bug in Emulator::Game::Memory::operator bool()
  - nall: renamed view<string> back to `string_view`
  - nall:: implemented `array_view`
  - Game Boy: split cartridge-specific input mappings (rumble,
    accelerometer) to their own separate ports
  - Game Boy: fixed MBC7 accelerometer x-axis
  - icarus: Game Boy, Super Famicom, Mega Drive cores output internal
    header game titles to heuristics manifests
  - higan, icarus, hiro/gtk: improve viewport geometry configuration;
    fixed higan crashing bug with XShm driver
  - higan: connect Video::poll(),update() functionality
  - hiro, ruby: several compilation / bugfixes, should get the macOS
    port compiling again, hopefully [Sintendo]
  - ruby/video/xshm: fix crashing bug on window resize
      - a bit hacky; it's throwing BadAccess Xlib warnings, but they're
        not fatal, so I am catching and ignoring them
  - bsnes: removed Application::Windows::onModalChange hook that's no
    longer needed [Screwtape]
2018-08-26 16:49:54 +10:00
Tim Allen 6090c63958 Update to v106r47 release.
byuu says:

This is probably the largest code-change diff I've done in years.

I spent four days working 10-16 hours a day reworking layouts in hiro
completely.

The result is we now have TableLayout, which will allow for better
horizontal+vertical combined alignment.

Windows, GTK2, and now GTK3 are fully supported.

Windows is getting the initial window geometry wrong by a bit.

GTK2 and GTK3 work perfectly. I basically abandoned trying to detect
resize signals, and instead keep a list of all hiro windows that are
allocated, and every time the main loop runs, it will query all of them
to see if they've been resized. I'm disgusted that I have to do this,
but after fighting with GTK for years, I'm about sick of it. GTK was
doing this crazy thing where it would trigger another size-allocate
inside of a previous size-allocate, and so my layouts would be halfway
through resizing all the widgets, and then the size-allocate would kick
off another one. That would end up leaving the rest of the first layout
loop with bad widget sizes. And if I detected a second re-entry and
blocked it, then the entire window would end up with the older geometry.
I started trying to build a message queue system to allow the second
layout resize to occur after the first one completed, but this was just
too much madness, so I went with the simpler solution.

Qt4 has some geometry problems, and doesn't show tab frame layouts
properly yet.

Qt5 causes an ICE error and tanks my entire Xorg display server, so ...
something is seriously wrong there, and it's not hiro's fault. Creating
a dummy Qt5 application without even using hiro, just int main() {
TestObject object; } with object performing a dynamic\_cast to a derived
type segfaults. Memory is getting corrupted where GCC allocates the
vtables for classes, just by linking in Qt. Could be somehow related to
the -fPIC requirement that only Qt5 has ... could just be that FreeBSD
10.1 has a buggy implementation of Qt5. I don't know. It's beyond my
ability to debug, so this one's going to stay broken.

The Cocoa port is busted. I'll fix it up to compile again, but that's
about all I'm going to do.

Many optimizations mean bsnes and higan open faster. GTK2 and GTK3 both
resize windows very quickly now.

higan crashes when you load a game, so that's not good. bsnes works
though.

bsnes also has the start of a localization engine now. Still a long way
to go.

The makefiles received a rather substantial restructuring. Including the
ruby and hiro makefiles will add the necessary compilation rules for
you, which also means that moc will run for the qt4 and qt5 targets, and
windres will run for the Windows targets.
2018-07-14 13:59:29 +10:00
Tim Allen f3e67da937 Update to v101r19 release.
byuu says:

Changelog:

-   added \~130 new PAL games to icarus (courtesy of Smarthuman
    and aquaman)
-   added all three Korean-localized games to icarus
-   sfc: removed SuperDisc emulation (it was going nowhere)
-   sfc: fixed MSU1 regression where the play/repeat flags were not
    being cleared on track select
-   nall: cryptography support added; will be used to sign future
    databases (validation will always be optional)
-   minor shims to fix compilation issues due to nall changes

The real magic is that we now have 25-30% of the PAL SNES library in
icarus!

Signing will be tricky. Obviously if I put the public key inside the
higan archive, then all anyone has to do is change that public key for
their own releases. And if you download from my site (which is now over
HTTPS), then you don't need the signing to verify integrity. I may just
put the public key on my site on my site and leave it at that, we'll
see.
2016-10-28 08:16:58 +11:00
Tim Allen 3ebc77c148 Update to v098r10 release.
byuu says:

Changelog:
- synchronized tomoko, loki, icarus with extensive changes to nall
  (118KiB diff)
2016-05-16 19:51:12 +10:00
Tim Allen 0955295475 Update to v098r08 release.
byuu says:

Changelog:
- nall/vector rewritten from scratch
- higan/audio uses nall/vector instead of raw pointers
- higan/sfc/coprocessor/sdd1 updated with new research information
- ruby/video/glx and ruby/video/glx2: fuck salt glXSwapIntervalEXT!

The big change here is definitely nall/vector. The Windows, OS X and Qt
ports won't compile until you change some first/last strings to
left/right, but GTK will compile.

I'd be really grateful if anyone could stress-test nall/vector. Pretty
much everything I do relies on this class. If we introduce a bug, the
worst case scenario is my entire SFC game dump database gets corrupted,
or the byuu.org server gets compromised. So it's really critical that we
test the hell out of this right now.

The S-DD1 changes mean you need to update your installation of icarus
again. Also, even though the Lunar FMV never really worked on the
accuracy core anyway (it didn't initialize the PPU properly), it really
won't work now that we emulate the hard-limit of 16MiB for S-DD1 games.
2016-05-02 19:57:04 +10:00
Tim Allen 0b923489dd Update to 20160106 OS X Preview for Developers release.
byuu says:

New update. Most of the work today went into eliminating hiro::Image
from all objects in all ports, replacing with nall::image. That took an
eternity.

Changelog:
- fixed crashing bug when loading games [thanks endrift!!]
- toggling "show status bar" option adjusts window geometry (not
  supposed to recenter the window, though)
- button sizes improved; icon-only button icons no longer being cut off
2016-01-07 19:17:15 +11:00
Tim Allen a512d14628 Update to v094r09 release.
byuu says:

This will easily be the biggest diff in the history of higan. And not in
a good way.

* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)

For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.

Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.

Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.

My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-28 12:52:53 +11:00