Commit Graph

973 Commits

Author SHA1 Message Date
Tim Allen 3d21e9afe0 Mention that higan does not yet emulate the timing of the SGB2. 2017-10-23 13:24:14 +11:00
Tim Allen 1cb37fc974 Fix another stupid typo. :( 2017-10-08 18:51:47 +11:00
Tim Allen f92fc276af Fix typo in libretro path. 2017-10-08 18:44:25 +11:00
Tim Allen 18afd41a80 Using "--no-commit" didn't work, let's try something else. 2017-10-08 18:17:48 +11:00
Tim Allen 3507c522f4 Don't commit the libretro test merge.
git requires a name and email to be configured before it can commit a change. We're not going to push the merge result anywhere, so we don't strictly speaking need it to commit.
2017-10-08 17:54:49 +11:00
Tim Allen 7a4bfca106 Fix git merge command 2017-10-08 17:29:14 +11:00
Tim Allen 0db886f91d Building the libretro core doesn't need UI libraries, but needs git.
The git dependency is only because we want to do some merge shenanigans for testing purposes.
2017-10-08 14:33:16 +11:00
Tim Allen 904d11a3f7 Next release, we need to update the libretro branch too. 2017-10-08 14:33:11 +11:00
Tim Allen 214b921388 Test that the libretro core builds with each change to higan. 2017-10-08 14:25:42 +11:00
Tim Allen b8b5aef165 Update the release instructions after their first use. 2017-10-07 20:00:17 +11:00
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 92d86aef16 Remind myself what I need to do for a higan release. 2017-09-29 21:27:55 +10:00
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 c63e6f2953 Apparently icarus requires dashes in PF94 game ROM names. 2017-09-12 10:45:15 +10:00
Tim Allen b899ee9a9c Document the command-line interface for games with cartridge slots. 2017-09-09 18:32:11 +10:00
Tim Allen 28fc75737e Add directions for manually importing PowerFest '94.
Special thanks to hex_usr for figuring out the details:
https://board.byuu.org/viewtopic.php?p=46289#p46289
2017-09-09 16:50:33 +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 2e4cd09800 Document the new Credits menu item. 2017-09-06 12:41:32 +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 9dcbd12159 Don't let gitlab cache .o files.
higan's makefiles don't always model dependencies properly, so caching
.o files just invites stale .o files.
2017-09-01 16:05:14 +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 b47488ab09 As of higan v104r07, higan no longer imports separate firmware files.
icarus now requires games and firmware to be combined into a single file,
so we must describe how to achieve that.
2017-08-31 17:05:47 +10:00
Tim Allen 96c45420d1 Use the en_AU spelling of "synchronise".
I've generally tried to keep to en_AU spellings rather than en_US spellings
for the sake of my own sanity, but it's difficult when documenting a program
that exclusively uses en_US spellings since I'm quoting the text on
menu-items and in config files.
2017-08-31 15:50:34 +10:00
Tim Allen fd9194e4c2 On Linux, install higan before icarus.
Strictly speaking, there's no dependency between them, but higan's
install target happens to create the destination bin directory if it
doesn't already exist, so we want to run that install script first.
2017-08-31 15:34:57 +10:00
Tim Allen 593d32b885 Many typos and grammar fixes from dan1982 on the higan forums. 2017-08-31 15:19:43 +10:00
Tim Allen fb31df6eb8 Windows changed their not-found error message apparently. 2017-08-31 15:12:36 +10:00
Tim Allen a81802422f No-Intro changed their naming conventions.
Sufami Turbo games are in a separate set now, they don't have the "(ST)"
marker in the filename.

Satellaview memory paks may have "(BS)", "(BS SoundLink)" or "(BSROM)"
for various reasons that aren't important to higan, so let's just not mention
them at all.
2017-08-31 14:57:24 +10:00
Tim Allen a1eaec493a Italicise more game names.
Also, it turns out the canonical spelling is "Mega Man", not "Megaman".
2017-08-31 14:56:46 +10:00
Tim Allen 2956930d1c Standardise on "SHA256". 2017-08-31 14:51:48 +10:00
Tim Allen c557d68ec4 Spell-check the documentation.
Changes include a few typos, a few capitalization changes, and a lot of hyphenation of compound words that were not as widely used as I thought.
2017-08-31 14:48:52 +10:00
Tim Allen 6b8c003ff8 Sufami Turbo carts are not memory paks! 2017-08-30 14:12:44 +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 d8a8f06c35 Finally finished reviewing and polishing all the text! 2017-08-29 17:22:11 +10:00
Tim Allen fab830f84b byuu mentioned Ballz 3D requires DSP1B. 2017-08-29 13:50:52 +10:00
Tim Allen f669c424c4 higan v104r07 changes the expected filenames for the SGB boot ROM. 2017-08-29 13:49:44 +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 c273297577 More cleanups. 2017-08-26 15:17:15 +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 ea3c2dafda More cleanups. 2017-08-25 18:40:20 +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 a8f2bfc533 Another doc cleanup. 2017-08-24 22:13:44 +10:00
Tim Allen d060904b8d Revert an accidental ruby change.
I made a change to ruby/input/joypad/udev.cpp while diagnosing a problem
with higan's rumble behaviour on Linux, and accidentally committed it
in 15b3dc8b0b as part of a documentation
change.
2017-08-24 22:09:49 +10:00
Tim Allen 56293c585b Clean up the higan Settings docs. 2017-08-24 22:09:03 +10:00
Tim Allen 15b3dc8b0b More cleanups and revision. 2017-08-24 18:34:37 +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