mirror of https://github.com/bsnes-emu/bsnes.git
141 Commits
Author | SHA1 | Message | Date |
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byuu | 9133129209 |
Update to bsnes v033 release.
This release adds SPC7110 emulation, without the need for graphics packs!!, and a rewritten S-RTC (real-time clock) emulator. SPC7110 support means that Far East of Eden Zero, FEoEZ: Shounen Jump Edition, Momotarou Dentetsu Happy and Super Power League 4 are now all fully playable. I will warn you, the emulation is very slow in this version -- while most areas of each game will run at the same speed as other games, there are a few peak moments where speed will drop by up to ~50%. The reason for the slow-down is that I am currently uncertain how to determine the amount of data to decompress in advance, so I default to the maximum amount possible. The reason I am releasing now anyway, is because I beleive in the "release early, release often" paradigm. It will likely take me a few weeks to finish researching this chip, and I didn't want to keep the work I had private during that time. But rest assured, bsnes v034 should feature much faster SPC7110 emulation. neviksti, Andreas Naive and jolly_codger worked non-stop on the SPC7110 decompression algorithm for the past two weeks. caitsith2 provided valuable data to the effort. I only wish that I could've been of some use, but alas, I had no role in this. In the end, it was neviksti who managed to crack all three(!!) compression modes of this chip, which turned out to be a customized 8-bit QM-coder with a prediction model. You can read more about this here. I would also like to thank Dark Force and John Weidman (aka The Dumper) for their research notes on the SPC7110 register interface. For those who don't understand the hoopla about figuring out this compression algorithm when we already had graphics pack simulation, I should note that we have since found a few errors in these packs. Not to mention, you no longer need ~4-16MB packs for each game you wish to run. They work like any other game now. Better still, the chip can now be used to compress new graphics, eg for any future translation efforts on these titles. The real-time clocks in both Far East of Eden Zero and Dai Kaijuu Monogatari 2 will now save a ".rtc" file in your save folder, which contains the clock as set by the video game, as well as a timestamp from your computer when the time was last updated. It uses the difference between the saved timestamp and current time to update the time. This allows you to specify any time you like, whereas previously bsnes would just use your computer's current time, ignoring the time you set in-game. It also allows the "round clock by 30 seconds" option in both games to work. I avoided this before because this method makes supporting daylight savings time and such impractical, although I should note that the original hardware did not support DST, either. This method was required to pass the SPC7110 tests, and is overall much more faithful to how the original chips worked. Once again, I'd really like to personally thank neviksti for his tireless efforts. Eliminating graphics packs from SNES emulation was one of my primary reasons for getting involved in the SNES emulation scene. That neviksti managed to crack this algorithm means a lot to me. Thank you so much, neviksti. This release is dedicated to you, now go get some sleep Wink |
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byuu | 7d83cde40a |
Update to bsnes v032r01? release.
This worked great, thank you. libao is now tolerable on ALSA. Now I just need to add support for disabling "Audio::Synchronize" (by disabling sound output, since libao is a blocking API.) --- EDIT: posted a new WIP, with RedDwarf's ALSA and libao fixes. Both work very well for me, your mileage may vary. No Windows binary, as it would be exactly the same as v032a, anyway. This one's mainly for Linux users who can compile from source. [No archive available] |
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byuu | bbc77a6cf2 |
Update to bsnes v032a release.
- Windows: file open filters are now working once again - All ports: emulation speed setting is now properly restored at startup |
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byuu | ebb9367c68 |
Update to bsnes v032 release.
- Core: simplified CPU / SMP flag calculations - Added ALSA audio output driver to Linux port [Nach] - Improved font handling for Windows and Linux ports - Greatly cleaned up the user interface - Windows port now uses Unicode instead of ANSI - Added localization support - Config and locale files can now be placed inside bsnes executable directory for single-user mode, if desired - Fixed crashing bug with HQ2x on Linux/amd64 port [RedDwarf, Nach] - Hid "Power Cycle" option by default, as it is too similar to "Reset" - Slighty tweaked program icon [FitzRoy] - Minor code cleanups -- replaced union bitfields with templates, improved memory allocation, etc |
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byuu | 96fe8f760d |
Update to bsnes v031r08? release.
Thank you everyone for the translations! I've also posted a new WIP, with an improved Japanese locale. No changes to the strings that anyone has to worry about with theirs. To strike a compromise, I've removed power cycle from the menu by default, and added a new config file option, "advanced.enable". Set to false initially, but if you set it to true and restart, power cycle will re-appear. I intend to use this option to hide the debugger functionality if and when that gets re-added, as well. Plus we can remove other questionably useful / confusing stuff this way. The key binding for it still shows up (removing it there would be tricky), but it's not bound to anything by default, either. Sound fair? Also, something I've been meaning to do for a while now ... unload/reset/power cycle are now disabled when a cartridge is not loaded. [No archive available] |
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byuu | 8abd1b2dfe |
Update to bsnes v031r07? release.
Okay, new WIP. Couple of changes. One, I was displaying the warning message about unsupported chips no matter what. Oops, fixed. Two, removed the "Select Folder" text. The dialog looks a bit empty now, but oh well. Three, added "Ok" to the warning message box strings. Four, added "Enabled" to the cheat editor strings. You'll notice that "Disabled" is not there -- it's shared by the speed regulation setting. I know, sharing strings sucks, but that's pretty much how the localization system works, sorry. You can use something simple like "On" / "Off" in place of "Enabled" / "Disabled", if necessary. Also updated the locale.cfg file for everyone: http://byuu.cinnamonpirate.com/temp/locale.cfg [No archive available] |
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byuu | f6efcbe6fd |
Update to bsnes v031r06? release.
Okay, I've posted a new WIP, which has a completed locale.cfg file. Well, it's completed for v032, at least. All translations are going to have to be updated for every release, sadly. For those interested in translating it, I'm looking to only have native speakers perform translations. I don't care if things aren't a perfect literal translation, so long as the general idea gets across. But I don't want anyone using machine translation tools, either. They're very unprofessional, better to wait until someone fluent comes along. Yes, I know that's ironic given my translation to Japanese: hoping someone will re-do that one. The reference locale file is here: http://byuu.cinnamonpirate.com/temp/locale.cfg Format is obviously UTF-8. Yours will need to be in this format as well. Any local encodings will fail miserably. You can see most of the options in bsnes v031 to see where they come into play. I have them mostly sorted per window. Some windows share the same string. I doubt that's going to be a problem, but we'll see. If you have access to the WIPs, be sure to get the latest one to test with. If not, and you're willing to translate the UI, feel free to PM me and I'll happily send you a link to it. I've added a "Localization by:" field to the about screen. Please feel free to add your name there. Next up, I'm trying something a bit different for the config files, and I've updated readme.txt to reflect this: bsnes will now check in the same folder as the executable for bsnes.cfg and locale.cfg. If they're found, bsnes will use these files. If they are not found, it will use your user profile folder for storage. So, if you want bsnes to run in single-user mode, just make sure bsnes.cfg and/or locale.cfg exist. If not, you can create a blank file and bsnes will use that next time you run it. If you want multi-user mode, delete the files. If you want multiple profiles, use single-user mode and multiple copies of the executable. I'll be distributing future Windows binaries with blank bsnes.cfg and locale.cfg files, so that single-user mode is the default. Just delete them to switch to the old method if you prefer. Hopefully this pleases everyone. [No archive available] |
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byuu | 36859ea52c |
Update to bsnes v031r05? release.
Well, that was certainly a pain in the ass ... Image Had to port hiro to full-on Unicode / UTF-16. But the GUI API still takes UTF-8, it's all converted internally now, bidirectionally. Oh, and don't make fun of my Japanese :P --- As for the new WIP, I've included my example locale.cfg. No other lines will translate, so don't try yet. You need to put it in the .bsnes folder next to bsnes.cfg. And don't try it unless you have Japanese fonts, obviously. [No archive available] |
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byuu | 64589148d4 |
Update to bsnes v031r04? release.
New WIP. This one adds DPI-independent font sizing for both Windows and Linux. With that, I've reduced the font size back down to "Tahoma 8" on Windows, and "Sans 8" on Linux. Because of that, I was able to reduce textbox and button height from 30 to 25, and label, checkbox and radiobox height from 20 to 18. In other words, the UI looks like it did back with v019. There's only one tiny flaw with the Linux port, I'm unable to change the font face for the listbox column header. It's not actually a widget, so it ignores my gtk_container_foreach -> gtk_widget_modify_font() calls. Any help would be greatly appreciated. I've also added FitzRoy's new icon. It seems to only have 32-bit icons, and no 256-color icons ... I guess we'll see how that looks on Win2k soon enough. Lastly, statusbar toggle was broken in the last WIP, that's fixed now. [No archive available] |
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byuu | 89ae1101ee |
Update to bsnes v031r03? release.
Another WIP. This one changes the GUI toolkit to not invoke callbacks when the API is used to set the state of widgets. With that it was really easy to get the speedreg / frameskip checks to update when using the keyboard controls. What I really need for this WIP is testing to see if any UI elements are now broken as a result of the change. For example, try and get a checkbox to not represent the actual state of something. Eg a frameskip of 2 but the checkbox is on 0. Also check startup states and that sort of thing. The UI code really needs to be cleaned up at this point ... [No archive available] |
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byuu | 340d86845a |
Update to bsnes v031r02? release.
New WIP. Please be sure to test a few games with this one to look for regressions. I got tired of using bit packing for CPU / SMP register flags, because they do not mask the upper bits properly. In other words, (assume big endian) if you have struct { uint8_t n:1, v:1, m:1, x:1, d:1, i:1, z:1, c:1; } p; and you set p.m = 7; it will set p.v and p.n as well. It doesn't cast the type to bool. So I rewrote the old template struct trick, but bound it with a reference rather than relying upon union alignment. Looks something like this: template<int mask> struct CPUFlag { uint8 &data; inline operator bool() const { return data & mask; } inline CPUFlag& operator=(bool i) { data = (data & ~mask) | (-i & mask); return *this; } CPUFlag(uint8 &data_) : data(data_) {} }; class CPURegFlags { public: uint8 data; CPUFlag<0x80> n; CPUFlag<0x40> v; ... CPURegFlags() : data(0), n(data), v(data), m(data), x(data), d(data), i(data), z(data), c(data) {} }; Surprisingly, benchmarks show this method is ~2x faster, but flags were never a bottleneck so it won't affect bsnes' speed. Anyway, with this, I decided to get rid of the confusing and stupid !!() stuff all throughout the CMP and SMP opfn.cpp files. It's no longer needed since the template assignment takes only a boolean argument. Anything not zero becomes one with that. So code such as this: uint8 sSMP::op_adc(uint8 x, uint8 y) { int16 r = x + y + regs.p.c; regs.p.n = !!(r & 0x80); regs.p.v = !!(~(x ^ y) & (y ^ (uint8)r) & 0x80); regs.p.h = !!((x ^ y ^ (uint8)r) & 0x10); regs.p.z = ((uint8)r == 0); regs.p.c = (r > 0xff); return r; } Now looks like this: uint8 sSMP::op_adc(uint8 x, uint8 y) { int r = x + y + regs.p.c; regs.p.n = r & 0x80; regs.p.v = ~(x ^ y) & (x ^ r) & 0x80; regs.p.h = (x ^ y ^ r) & 0x10; regs.p.z = (uint8)r == 0; regs.p.c = r > 0xff; return r; } I also took the time to figure out how the hell the overflow stuff worked. Pretty neat stuff. Essentially, overflow is set when you add/subtract two positive or two negative numbers, and the result ends up with a different sign. Hence, the sign overflowed, so your negative number is now positive, or vice versa. A simple way to simulate it is: int result = (int8_t)x + (int8_t)y; bool overflow = (result < -128 || result > 127); But there's no reason to perform signed math, since the result can't be used for anything else, not even any other flags, as the opcode math is always unsigned. So to implement it with this: int result = (uint8_t)x + (uint8_t)y; We just verify that both signs in x and y are the same, and that their sign is different from the result to set overflow, eg: bool overflow = (x & 0x80) == (y & 0x80) && (x & 0x80) != (result & 0x80); But that's kind of slow. We can test a single bit for equality and merge the &0x80's by using a XOR table: 0^0=0, 0^1=1, 1^0=1, 1^1=0 The trick here is that if the two bits are equal, we get 0, if they are not equal, we get one. So if we want to see if x&0x80 == y&0x80, we can do: !((x ^ y) & 0x80); ... or we can simply invert the XOR result so that 1 = equal, 0 = different, eg ~(x ^ y) & 0x80; The latter is nice because it keeps the bit positions in-tact. Whereas the former reduces to 1 or 0, the latter remains 0x80 or 0x00. This is good for chaining, as I'll demonstrate below. Do the same for the second test and we get: bool overflow = ~(x ^ y) & 0x80 && (x ^ result) & 0x80; We complement the former because we want to verify they are the same, we don't for the latter because we want to verify that they have changed. Now we can basically use one more trick to combine the two bit masks here. We want to return 1 when overflow is set, so we can look for a pattern that will only return one when both the first and second tests pass. An AND table works great here. 0&0=0, 0&1=0, 1&0=0, 1&1=1. Only if both are true do we end up with 1. So this means we can AND the two results, and then mask the only bit we care about once to get the result, eg: bool overflow = ~(x ^ y) & (x ^ result) & 0x80; And there we go, that's where that bizarre math trick comes from. I realized while doing this something that bugged me in the past. I used to think that for some reason, the S-SMP add overflow test required x^y & y^r, whereas S-CPU add overflow used x^y & x^r. Probably because I read the algorithm from Snes9x's sources or something. But that was flawed -- since addition is commutative, it doesn't matter whether the latter is x^result or y^result. Only in subtraction does the order matter, where you must always use x^result to test the initial value every time. Subtraction switches up things a little. It sets overflow only when the signs of x and y are _different_, and when x and the result are also different, eg: bool overflow = (x ^ y) & (x ^ result) & 0x80; Fun stuff, huh? So I was wanting this tested thoroughly, just in case there was a typo or something when updating the opfn.cpp files. --- That said, I also polished up the UI a bit. Moved disabled to the bottom of the speed regulation list, and added key / joypad bindings for "exit emulator", "speed regulation increase / decrease" and "frameskip increase / decrease". I know these key bindings do not update the menubar radiobox positions yet. I'll get that taken care of shortly. [No archive available] |
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byuu | b895f29bed |
Update to bsnes v031r01? release.
New WIP posted. Not much to this one. - added FitzRoy's updated program icon - removed safe_free / safe_delete / safe_release template functions - replaced nearly all malloc / free calls with new / delete[] And lastly ... long ago, I used "File / Edit / Help" to conform to standard UI design. I quickly replaced Edit with Settings, and later Help with Misc. Lately, the last one has been bugging me ... "File"? File what? Why is there a reset system option under file? So, it may be somewhat controversial, but I renamed File to System, and dropped the now superfluous " System" from Reset / Power Cycle. I'd honestly like to remove "Exit" from that menu as well, but I know I'd be pushing it then. What I want to do next is move "Disabled" in speed regulation to the bottom of the list, and add key bindings to increase / decrease speed regulation. I'd like the step after fastest to be disabled. It makes sense, as fastest can never be faster than disabled, but disabled can be faster than fastest. Other nice ideas would be: a cartridge info option under the system menu somewhere, frameskip +/- key bindings, an exit emulator key binding, a new GUI panel with options to warn on reset / unload / exit, and cleaning up of the event namespace for the UI. Specifically, start working on a more advanced status panel that can display five- second alerts that override the normal output. [No archive available] |
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byuu | 1ef279cb83 |
Update to bsnes v031 release.
New release posted. Perhaps the most important change was fixing a bug in the Windows port when the keyboard was used for input. For some reason, the IsDialogMessage() function I use for tab key support was causing the main window to emit the Windows error beep every time a key was pressed after a few minutes of use. I do not know why this is, so I have simply disabled the tab key support to prevent this from happening. Other than that, lots of polishing went into this release. UPS soft-patching will work with the recently released Der Langrisser v1.02 translation, for those curious. You can also store the UPS patches in GZ/ZIP/JMA support, and bsnes will detect this and decompress the patches first. Use the same ".ups" file extension for this, as it detects via file header. If you wish to try out the newly added OpenGL support: start bsnes, go to Settings->Configuration->Advanced and set system.video to "wgl" (or "glx" for Linux users), and then restart the emulator. Please bear in mind that ATI's OpenGL drivers are an industry-wide joke, so I'd only recommend trying this on an nVidia or Intel video card. Changelog: - Fixed bug and re-enabled HDMA bus sync delays - Emulated newly discovered IRQ timing edge case - Optimized offset-per-tile rendering - Added state-machine implementation of S-DSP core, ~5% speedup - Added SPC7110 detection, will now warn that this chip is unsupported - Fixed very annoying Windows port OS beeping noise when using keyboard for input - Linux port will now save most recent folder when no default ROM path is selected - Added OpenGL rendering support to Windows port [krom] - Fixed Direct3D pixel mode scaling bug [krom, sinamas, VG] - Improved SNES controller graphic [FitzRoy] - Added UPS (not IPS) soft-patching support; UPS patch must be made against unheadered ROM - As always, cleaned up source code a bit |
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byuu | 0241dd78b7 |
Update to bsnes v030r08? release.
New WIP posted, which adds the immediate-mode opcode IRQ delay findings from this past week. Doesn't have any visible effects on anything. I also went back to a switch table for the CPU / SMP opcodes instead of the jump table. Shaves ~100kb off the object files and compiles faster with no speed loss. I used the jump table before to simplify PGO, but since that's been broken for at least a year now anyway ... Fes, thanks for the temporary workaround. I'll try and get a new release out this weekend if possible. I'd like to have UPS soft- patching in before the next release, though, hence the delay. [No archive available] |
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byuu | a13c3aece6 |
Update to bsnes v030r07? release.
New WIP. Direct3D driver: removed diffuse color vertex information, and made driver re-initialize whenever window size changes. Should fix ATI resize in pixel scale mode bug once and for all. Confirmation would be appreciated. Speed will still be bad on some cards that can't handle large textures, and I don't really want to implement StretchRect() profiling, so that's still an issue. Windows/hiro: disabled IsDialogMessage(). This will prevent the tab key from working in the configuration panel, but will also stop the main window from beeping every time you push a key -- the lesser of two evils. Blame Microsoft for this bullshit. IsDialogMessage() should empty the key buffer, but it doesn't when there are no tabbed controls on a window. I'll rig something up in the future for this. Linux/hiro: GTK+ file open / file save / folder select dialogs will now save the path if you selected a valid file, so that next time you will start in that folder. This didn't matter if you set hard-coded paths in bsnes, but it makes a positive difference if you did not. [No archive available] |
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byuu | 20977817ae |
Update to bsnes v030r06? release.
New WIP up. This one fixes HDMA bus sync timing. I verified this was correct per hardware with the HDMA test sync ROM. It was definitely wrong before. Secret of Mana, Street Racer and Jumbo Ozaki no Hole in One all work. Yes, they worked in the official v030 release, but that release had HDMA sync disabled and rounded. Mecarobot is improved greatly, but still flickers when the golf course is moving. If you're as desperate as I am to play this amazing masterpiece _right now_, you can always hex edit the ROM and change offset 0x1c6f from 0x40 to 0x80 :) I'm still investigating that issue more before I start running hardware tests. I want to rule out things that can't be the cause of the bug first. I've also added (hopefully) proper SPC7110 detection. If anyone wants to test all of them to make sure it works, great. It should give you a popup now saying that it's unsupported. Down to just needing ST-011 detection now. [No archive available] |
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byuu | ba25c82939 |
Update to bsnes v030r05? release.
New WIP posted, which adds: - krom's Direct3D fix; point mode at multiples of 3x and higher without aspect ratio correction is no longer blurry - FitzRoy's updated SNES controller graphic - glX improvement for Linux, window will clear to black on startup for ATI cards now too, but it still doesn't redraw when the window is damaged because I can't trap the exposure events - tiny clarification to S-DSP emulator source (use echo_hist_pos enum instead of just "8") - started to add SPC7110 _detection_ for the sole purpose of advising that the chip isn't supported. Not finished yet. Also need to fix ST-011 detection while I'm at it (it's detected as ST-010 now; they share ROM type and mapper IDs), and all special chip games should be covered. - re-added the slightly incorrect HDMA sync timing. It helps (but doesn't fix) Mecarobot, it breaks the SoM intro again; but Street Racer and Jumbo Ozaki are still working right -- looks like other timing improvements since then were enough for those titles For those asking for WIP access, I'm really sorry but I have way too many testers now. It's extremely hard for me to even keep track anymore. I just don't have the bandwidth. If you absolutely need a specific WIP, I'll stick it on a file sharing site or something for you. Otherwise, my apologies for not sending you the link. I absolutely do appreciate the offers to help beta test, though. [No archive available] |
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byuu | 3babe932fd |
Update to bsnes v030r04? release.
One thing we can always do is add some platform-specific profiling code. Have bsnes try and determine what the fastest driver is upon first run. As if I don't have enough to do already, heh. New WIP, which converts the S-DSP ring buffers to an internal class object. Surprisingly, it actually does make the code a bit nicer to look at, although it's kind of unfortunate I can't hijack operator[]=, heh. I'd be forced to use modulus for that. Even more surprising, it's about ~2% faster than before. Even though it's technically even more complex now with three writes instead of two. Makes no sense at all, but I won't complain. Getting 122fps now on Zelda 3 load screen. --- ATI Radeon X300LS: Direct3D = 64fps OpenGL = 24(!!)fps ... as if we needed _another_ reason not to buy ATI products. What the hell was AMD thinking, buying them? Better yet, why do people buy ATI products? Laptops, I can understand. But for desktops?? Seriously. That performance is so terrible, you couldn't even play OpenGL games with that. We really need more OGL titles to rape ATI on benchmark tests, so that they'll get their heads out of their asses. [No archive available] |
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byuu | 6bdeaef0f4 |
Update to bsnes v030r03 release.
v030 wip3 posted. This one add's krom's ruby changes, meaning Windows OpenGL support. For consistency, I changed the Windows system.video setting to "wgl", and Linux OpenGL to "glx". Linux users should be sure to update that to avoid SDL video output. I get ~119fps with OpenGL, and ~120fps with Direct3D. I'd appreciate if everyone else would test OpenGL support. If it works everywhere that D3D works, and avoids that texture size slowdown issue, then we should make it the default driver. The only issue I see with the driver now is that vsync is enabled no matter what. You can turn it off in eg the nVidia control panel by overriding the setting. I also recommend enabling triple buffering. With that, video is perfectly smooth and audio is ~99.5% perfect. So, so close. A slight cpu.freq change and you can probably get it perfect. God, it's so nice having perfect video and audio. I really wish that worked across the board. It's absolute euphoria playing games like that. [No archive available] |
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byuu | 9e3827e2a2 |
Update to bsnes v030 release.
I didn't want to release a new version so soon, however there is a rather serious bug in bsnes v029 where the path information for the save RAM files is discarded when one has not selected a default save RAM / cheat path from the path settings tab in the configuration settings window. Because of this, it gets stored to the base directory. For Windows users, this is c:\, and for Linux users, this is / This bug forced my hand, so I'm releasing v030 to correct this issue. I also cleaned up the S-DSP emulation code to be more consistent with my programming style -- it gets bit-perfect matches to v029's wave output, so I don't foresee there being any problems. |
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byuu | e499670ad9 |
Update to bsnes dsp release.
Okay, it's just blargg's. I hope he doesn't mind ... I rewrote his S-DSP emulator in pure C++. Only took me seven hours, not bad. anomie's took a few days. Now, given, it's extremely similar of course. First, the algorithms are going to be mostly the same regardless of who writes the code. Second, I really didn't see a reason to waste too much time on this reverse engineering a bunch of stuff myself, so I pretty much just took the code and "rewrote" (read: copied) it in my unique style, and changed a few things here and there. Code flow, variable names, tables, exact algorithms, etc were blatant, direct copies. Things I did change: - counter rate 0 is now hardcoded to not ever hit zero - counter read is now boolean instead of unsigned short - a lot of multiplication was converted to shifts - broke up the program into ~9 source files - no more global functions anywhere, all in one class - removed the hooks for things like external channel muting -- will re-add if I ever add an option like that to bsnes - modified VREG to not need the voice regs handle passed to it - all voice functions take a reference instead of pointer to the voice structs now - packed 32-line timing table expanded to multi-line - left everything in their own small chunk functions ... kind of torn on whether I want to merge that with the main timing function. I like the encapsulation, but it would remove the need to keep so many struct-based state variables - added a few more comments on parts that confused me at first - removed assignment inside conditional stuff; even though I do that myself on occasion in other code I write, heh - yadda yadda, more minor stuff like that Going to keep working at it -- wanted to get it working now, so that finding regressions will be easier. I want to remove the double writes for the ring buffer, make a decision on whether I want to rely on sign extension, or use sclip<> for that, implement a compile-time option to bypass libco (will save 2.048 million co_switch calls a second) since the S-DSP's entire operation fits into a single switch table quite easily, convert a lot of the mul / div stuff to shifts, convert those clever split up branches in the envelope and BRR decoding routines to switch / case tables, remove the shift tables from the BRR decoding, and try and figure out what's going on with some of the code so that I can try and document it :) I'll see if I can contribute something back, too. Perhaps I can look into what happens when you enable mute or something. New WIP up which has the new core enabled by default. For those without WIP access, I've posted the new source for reference. Comments welcome. byuu.org/files/bsnes_dsp.zip ... man, feels weird posting a new topic. [No archive available] |
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byuu | 805398e5a8 |
Update to bsnes v029 release.
A new version of bsnes has been released. It contains a few minor emulation fixes, as well as user interface improvements. Behind the scenes, the source has been cleaned up more in preparation for running the CPU and PPU (video processor) separately from each other (eg with no enslavement.) This is required for implementing a clock cycle based PPU renderer. - Greatly improved invalid DMA transfer behavior, should be nearly perfect now - Major code cleanup -- most importantly, almost all PPU timing-related settings moved back to PPU, from CPU - Added option to auto-detect file type by inspecting file headers rather than file extensions - Rewrote video filter system to move it out of the emulation core -- HQ2x and Scale2x will work even in hires and interlace modes now, 50% scanline filter added - Re-added bsnes window icon - Added new controller graphic when assigning joypad keys [FitzRoy] - Redundant "Advanced" panel settings which can be configured via the GUI are no longer displayed - Improved speed regulation settings - XP and Vista themes will now apply to bsnes controls - Added "Path Settings" window to allow easy selection of default file directories - Tab key now mostly works throughout most of the GUI (needs improvement) - Main window will no longer disappear when setting a video multipler which results in a window size larger than the current desktop resolution - Added two new advanced options: one to control GUI window opacity, and one to adjust the statusbar text |
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byuu | 7e6e3e3a69 |
Update to bsnes v028r16? release.
Lots of talking. As I've said many times before, I typically don't like working on fan translations. The programmers are almost always far less skilled than professional developers, and they almost always test on emulators rather than hardware. I may look into this when I'm feeling particularly bored, though I don't know how you could have possibly picked a worse game for me to be caught debugging at work. Well, maybe those "Adult Manga" PD ROMs ... EDIT: New WIP. This one adds IsDialogMessage() support. It isn't perfect, the test apps get the highlighted dots around the active controls, but bsnes isn't for some reason. Don't know why that is yet. And it seems once tab enters into a child window, you can't get back to the outer window. But otherwise, it's better than nothing. I even got the z-order thing down so tab works in the right direction. [No archive available] |
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byuu | 16ba1d1191 |
Update to bsnes v028r15? release.
Thanks, FitzRoy. The controller graphic looks really amazing. I have two very minor changes to request if you don't mind. First, I had to increase the size to 372x178 (Windows BMP format adds alignment if width is not a multiple of 4 -- this makes it a real bitch to convert the image to my UI wrapper pixel format), and shift the actual image one pixel left to center the gradient fade. Second, and more importantly, could you store the controller graphic in 32-bit format with alpha? Rather than using a white or gray background, if I could get the full alpha channel information, then I can adjust the background color to anything I like in the future. Depending on how it looks, maybe I can just let the controller blend against the window background itself. And thank you, King of Chaos, as well. It was extremely difficult to choose one over the other. I wish I could use just both so as not to offend anyone. But I kind of like FItzRoy's more. I was kind of going for that pristine, "cleaner than real life" look. Still, I really appreciate your help in making a controller graphic. --- New WIP. I've added FitzRoy's controller graphic to the input capture window. It will only display when configuring joypad buttons, not when configuring UI buttons. I've also added the new UI settings panel. This lets you control window translucency for all but the main bsnes window. I capped opacity to 50% minimum, because I don't want to hear bug reports when people slide it to 0% and can't find the config window anymore :P Works on Windows and Linux. If you lack a compositor on Linux, it'll just stay a solid color. If you have Compiz / Beryl and the blur filter, use it with gaussian alpha blur. Then you can set opacity all the way down to 50% and it will still look amazing. I want to post a screenshot of it, but the image is ~3MB. Maybe later I'll post it to one of those file hosting sites. There's also a setting here to control what gets written to the statusbar. I went back to just displaying the raw ROM title. So you can use %t for that, %n for the filename, and %f for the frame rate. Still working on this feature. Plan to keep the game name visible when pausing, add some additional info that can be output here, etc. It may be better to keep this setting in the advanced panel, as it's not the most user friendly thing in the world. Up to you guys, I guess. Need more settings here, though. Need to fill out that window more. [No archive available] |
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byuu | 29c871ef62 |
Update to bsnes v028r14? release.
New WIP. Adds Win2k alpha adjust (against black background), some minor code cleanups, LZSS compression / decompression for storing graphics, and puts the program icon onto the about screen, which has been shrunk down a bit again. So, too late mudlord, the answer was LZSS :P I wanted to just go with RLE for simplicity, but the compression ratio sucked. LZSS is the same number of lines of code, yet is three times more efficient with the icon. And something like a controller with much more repetition will probably make an even bigger difference. Meh, the code's easy enough. I wrote it for clarity over speed, and decompression is always lightning fast with LZ anyway. Good job decoding the base64 portion, though. Very useful routine for a library. As for the controller graphics, wow ... I'm really torn. I really love how clean FitzRoy's version looks, yet at the same time King of Chaos' version is so lifelike it's scary. I dislike the "flaws", though. The scratches on the X, the dot on the bottom right, and the off-center buttons ... since it's digital anyway, I'd prefer it to appear perfect, if at all possible. But it's a tough call. I'll have to hold a vote or something :) Thanks a million for helping with the controller graphic, both of you! [No archive available] |
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byuu | 42f1d08c02 |
Update to bsnes v028r13? release.
New WIP. Adds a base64 encoder, which zaps the ~21kb icon down to ~5kb. With the extra space, I used the 48x48 icon instead. It should look a tiny bit better, but it still obviously can't beat a non-resampled icon. Also added Linux icon support. That turned out to be a royal pain, as the gdk-pixbuf library documentation was separate from the GDK documentation. Tried finding visuals, to make colormaps, to get GCs, to create pixmaps to blit onto as drawables, to create pixbufs with, to attach to the window. Turns out, gdk-pixbuf has a function to turn raw data into a pixbuf. > Could we have an option to disable this effect in advanced settings > so that the mode can appear "crisp" as it does in other emulators? This blurring is required for pseudo-hires to operate properly, eg in Jurassic Park. Nonetheless, if you guys really want the option to disable the blurring, I can add it. Just keep in mind that we're opening up a can of worms. People will then want an option to disable the sprite drawing limit, to add hi-res mode7, etc etc. Harder to draw a line in the sand when you aren't all or nothing. > This is a problem? If it's a question of storing them all in an ico, > why not simply say "Here's a nicer ico set seperately, DL if you > want'. I'm not going to put resources external to the executable, unless I absolutely have to. Thus, I have to put all of these icons inside the source code, and I have to modify the GUI API wrapper to handle this. > I was thinking, you know, one of you could report it to them. "Hi, uh, Microsoft? Yeah, your compiler is erroring out when I compile my emulator with it and PGO enabled." "Sure, as that's a $12,000 Team Suite Edition feature, if I could just get your serial number, that'd be great." "Oh, uh ... I think I left that at home. I'll call you right back with it, okay?" "Oh, no problem. If I can just get your full name, I'll pull you up in our system ... ... hello? Sir?" ::dial tone:: And for the _official_ legal record, I only used the free trial and express editions :) > Yeah, one issue they can fix is maybe implement blargg's spc core; > then again, I thought Snes9x was dead. Not dead, but on severe life support. Same for SNEeSe and Super Sleuth. anomie, TRAC and Overload have minimal presence anymore. A damn shame. The SNES scene is in worse shape than most people realize at the moment. NES emulators have had dot-based PPU renderers for years now. [No archive available] |
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byuu | 521f4f6952 |
Update to bsnes v028r12? release.
New WIP. vcounter / hclock / hcounter renamed to vcounter / hcounter / hdot. I think it's more clear this way. Fixed up the v/hc stuff to v/h in bppu_mmio.cpp to match. Instead of building each driver for ruby independently, I grouped them all together into one object file. I know everyone else hates that, but too bad -- that's the way I program. No sense building ~10 object files when one will do just as well. I was able to cut out ~20 lines from the Makefile as a result of this. I added CB_SETITEMHEIGHT magic to actually set combo box to requested height. Neat. Of course, bsnes doesn't currently use any combo boxes in the UI, but it'll be nice when it does, at least. Lastly, I added something new to the Windows port (that used to be there a long time ago), just for FitzRoy :P I'll go over that in more detail tomorrow. For now, consider it a surprise. [No archive available] |
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byuu | 92cfb1268a |
Update to bsnes v028r11? release.
New WIP up. I was a little too busy to work on bsnes this weekend, but I got some work done tonight. First, I moved the field / interlace / overscan status functions over to the PPU, where they belong. This led me to kill a lot of extra CPU timing variables, such as vblstart and vnmi_trigger_pos. The latter I had to kill because I can no longer call sCPU::update_interrupts() when the PPU changes the overscan setting. You may be wondering about interlace toggle -- well, it can only take effect at the start of a new frame anyway, and the timing for scanline 0 is the same regardless of interlace setting, so it doesn't really need to call update_interrupts() anyway. With this moved back to the PPU, I was able to clean up the PPU functions a bit, too. Before, I had PPU::scanline_is_hires() and CPU::interlace(), and then a function called PPU::get_scanline_info() that would read the previous two functions and copy them into a struct. What an odd construct, I'm sure it was more complex in the past. Cruft, basically. I just killed that, renamed scanline_is_hires to just hires, and now SNES::Video just queries ppu.hires() and ppu.interlace() directly. Much nicer. I didn't lose any speed here, either. I made up the difference by force inlining the PPU states in the bPPU header file. I ran all my IRQ and NMI tests again, I didn't see any regressions. Testing of games that use interlace and overscan, as well as of IRQ- sensitive games, would be appreciated. While cleaning up the PPU, I had some code that would flush the PPU buffer when disabling interlace. I removed that as it looked rather ugly. Don't really have a clean way of handling that. Not like any game out there toggles interlace every frame anyway. I went through and killed a bunch of config file options that don't actually do anything anymore, such as audio.frequency and video.use_vram. Lastly, I rewrote the advanced panel code finally. All options that can be controlled through the UI have been removed. The list is ~80% smaller now. I also improved a lot of the descriptions. I think it looks a lot better now, at least. I went with a blacklist, rather than whitelist. I figure, better to have extra options if I forget to filter them out; than to have missing options if I forget to add them. Before the next release, I'd like to add back default_height() stuff to get the textboxes and buttons smaller on the Windows port. Maybe revert that back to Tahoma 8. I should also add descriptions to the last few advanced panel options missing them. Other than that -- just regression testing, I suppose. I can't break up the PPU enslavement any more without adversely affecting performance at this point. Hmm, would also be nice to rename vcounter / hclock / hcounter to vcounter / hcounter / hdot. Afraid of missing a reference somewhere and screwing up the timing, heh. I tried to get the icon working again on the Windows port. But using LoadImage or CreateIconIndirect doesn't handle the alpha level of bsnes' icon properly. It ends up as a 1-bit transparency that looks terrible in the titlebar, as well as the taskbar. The only way I can get it to look good is with LoadIcon and grabbing the icon from the resource file. The reason I don't want to do this is because it's not at all portable to GTK+. Sigh. Tested this on Win2k, by the way. Win2k isn't supposed to support the alpha channel in icons at all, but it sure the hell does on the taskbar. I even tried GetIconInfo() on the icon returned from LoadIcon(), and then CreateIconIndirect on that, and it crushes the translucency again. So it isn't a problem with the format of hbmMask and hbmColor in my ICONINFO struct. [No archive available] |
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byuu | 4d922ba17c |
Update to bsnes v028r10? release.
New WIP. This one nukes the region, region_scanlines, prev_line_clocks and prev_field_lines variables, and removes timeshift.cpp; replaced with the new history ring buffer. It doesn't appear to affect speed at all, which is fine by me. Next up, I want to move interlace and overscan settings back to the PPU. All of my NMI and IRQ test ROMs, even the absolutely insane clock- perfect ones, still pass. So there shouldn't be any regressions. But if you feel like testing any IRQ sensitive games, that's cool. More visibly, I've bound the .cht path to the selection in the path settings window. So all three paths actually work now. I tested it by sorting all of my images by ROM, SRAM and Cheat ... have to say, the folder looks a whole hell of a lot nicer now. I can see why this feature is so popular. > Mainly, there needs to be mechanisms to capture the current frames, > like through render targets. Well, I guess if you don't mind writing up a small example I could work on porting the current code over. [No archive available] |
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byuu | 3b2918791c |
Update to bsnes v028r09? release.
New WIP with XP / Vista theming and cheat path selection. Note that cheat selection is just a placeholder. It still saves in the same folder as the ROM for now. I also spent about four hours trying to get the dual counter into a fork of bsnes ... and had my ass handed to me. Rigging something up really quickly that will break every last timing test I have is easy. But it looks like doing this properly is going to be an extreme undertaking that will take at least a few weeks. The code is just too old and too hardcoded. I've started cleaning up that code to match my modern programming style. It seems the only way to really tackle this is going to be very slowly moving variable by variable to a separate class/struct somewhere (and running my regression test ROMs each time), and then once the entire thing is moved out of the CPU, try and clone it and fork off the PPU to its own thread. By my estimates, it appears that simply splitting the CPU and PPU, and giving the PPU its own cothread, is eating ~8% of performance. The good news though is that if and when I succeed, it's quite possible I can emulate the OAM cache behavior, which would fix the black scanlines in Dr Franken and Winter Olympics. Some other good news ... I decided there was really no sane reason to have different clock frequencies for the CPU<>PPU and SMP<>DSP, since the real SNES only has two crystal clocks anyway. A novelty, sure, but that would complicate the fuck out of dual counters. With that gone, I can avoid a 64-bit multiplication during each SMP/DSP addclocks call. That gives a modest ~2% speedup -- possibly placebo. Looks like a ring buffer for timeshifting backwards isn't going to help much. I only notice a ~1-2fps difference even when disabling timeshifting completely. Not surprising, timeshifting really doesn't have that much overhead to it. Oh yeah, it seems I disabled the code that set the hclock to 186 upon reset a while back, which was causing some of my oldest tests to fail. I can't remember why I disabled that (maybe something to do with cothreads), and enabling it didn't seem to cause any problems, so ... I left it enabled. Let me know if anything screwy happens. [No archive available] |
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byuu | b7d34a8aa3 |
Update to bsnes v028r08? release.
New WIP. Fixed the frameskipping bug, fixed the DirectDraw renderer. I also added a new folder_select function to both ports of hiro (Windows and GTK+), and with that, I added a new path settings panel to the configuration window. You can see how it looks here: http://byuu.cinnamonpirate.com/images/bsnes_20080219.png Also, I compiled the Windows binary with Direct3D support omitted. tetsuo55, please grab this version, as I intend to compile with Direct3D support for subsequent WIPs. [No archive available] |
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byuu | 8fd90cc123 |
Update to bsnes v028r07? release.
New WIP adds an option to enable or disable filetype detection by reading the format header. I received no feedback, so I'm defaulting to this behavior being off. In other words, I'm defaulting to requiring the file extension to be correct to properly handle the file. This is because there's no reason a real SNES would behave different just because $8000 = 'P' and $8001 = 'K', and with the option enabled by default, you wouldn't be able to get such a game to run. But the option is there for those who want it. I've also added bumpers to everything but the core (cpu, smp, ppu, dsp) and some of the library stuff and platform-specific stuff (hiro, libfilter, libco, ui) -- really can't add them to libco as I want each individual file to compile on its own if the user wants. But overall, it should make things a lot easier for those trying to build bsnes without using my Makefile. Not in the WIP, I just fixed a frameskipping bug. It was broken in the last few WIPs, including the most recent. > You'd be best off reading 7 bytes, and then memcmp()'ing them. Can't memcmp() the low five bits of the GZ flags byte. I'm not concerned about rigid speed here anyway. It's just file type detection. I changed it to fread() the bytes, that's good enough. Thanks for the information, I've extended JMA to a 40-bit check. > Anyway, the -mdynamic-no-pic option does work and is likely the > better solution, since it apparently continues to allow linking to > dynamic libraries, whereas -static apparently does not. Well, we use -static only when building libco.c. I like -static more, because it exists in all versions of GCC. I will mention -mdynamic-no- pic in the libco documentation for v0.13 official. > Well, turns out the CGRAM content is the same... Surprised > bsnes, ZSNES and vSNES show 8/16/24, so it's > something to do with SNES9x. Thank you for testing! If only all beta testers had your technical prowess :D Glad to see it's not a bug on my side. Not really in the mood to track down bugs at the moment, heh. > You obviously haven't been around here very long. Razz > Believe me, someone has or will try it. I've actually been very fortunate in that regard. At least 95%, if not all, of bsnes users have been very intelligent and well spoken :) > Another small issue could be adding a list of recently loaded ROMs > to the menu. Not a chance. I can't _stand_ recently opened document lists. > now I'll leave you all to this medical hijacking of the thread, > while waiting for richard bannister to successfully compile and > release a new bsnes He has. Get it here. Be sure to send him thanks, please :) > byuu's been planning to write documentation for ages, he's just > never gotten around to it. Perhaps all the experience he's gained > restructuring bsnes will help him plan out the documentation when he > does, though I won't start on docs until I have a functional CPU<>PPU cycle-level emulation model. I'll try documenting the PPU as I work on cycle timing, and I can expand upon the documentation from there. [No archive available] |
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byuu | e651beb72e |
Update to bsnes v028r06? release.
New WIP. Richard Bannister asked me a year ago to add support to detect the file compression type by reading the header, as apparently Mac users can't be bothered to use proper file extensions. In an act of extreme expediency, I've added his request in record time :P Here's the detection code I wrote: Reader::Type Reader::detect(const char *fn) { FILE *fp = fopen(fn, "rb"); if(!fp) return Unknown; fseek(fp, 0, SEEK_END); unsigned size = ftell(fp); rewind(fp); uint8_t a = size >= 1 ? fgetc(fp) : 0; uint8_t b = size >= 2 ? fgetc(fp) : 0; uint8_t c = size >= 3 ? fgetc(fp) : 0; uint8_t d = size >= 4 ? fgetc(fp) : 0; fclose(fp); if(a == 0x1f && b == 0x8b && c == 0x08 && d <= 0x1f) return GZIP; if(a == 0x50 && b == 0x4b && c == 0x03 && d == 0x04) return ZIP; if(a == 0x4a && b == 0x4d && c == 0x41 && d == 0x00) return JMA; return Normal; } If anyone sees any problems, please let me know. And unless your name is Nach, I expect you to read and cite official documentation to point out any problems. Note: I need more than 16-bit accuracy to avoid false positives, so I read the compression type and flags for GZIP. Compression type should always be 0x08 according to my understanding of GZ. Flag top 3 bits are always 0 per spec. I guessed with JMA's fourth byte. I hope it's always zero, but I don't know that for certain. The new WIP has GZ/ZIP/JMA support built-in, so testing would be appreciated, though I doubt you'll hit any false positives. Now, a more important question. Should I enable this detection by default in bsnes, or go by filename? It's _possible_ an SNES ROM could have these headers, despite not being compressed at all. One could even add these signatures intentionally if they really wanted. A real SNES game could have these bytes at the top of the file, quite obviously. So, is it better to cater to people who misname extensions, or to the possibility that a game might have these bytes in the signature (a one in four billion chance of happening accidentally. One in 500 million for GZ false detection.) --- Also, I added some changes by KarLKoX to allow OpenAL to build on Windows. Namely, I removed the unused ALut dependency, and added support to the makefile to include openal32. I don't intend to build OpenAL into the default Windows binaries (because I don't want extra DLL dependencies that most people do not have; and because OpenAL support sucks on Windows for non-Creative cards), but perhaps in the future I'll offer more than one version for download. > The "almost black" color below the door is 8/16/24 in bsnes > (standard preset) and 0/16/16 in SNES9x. It's best to see on a black > background. > EDIT: This might be due to the RGB565 format. Wow, that's quite a difference. If you have bsnes v013-v019, you can dump the palette through the memory viewer. Perhaps see what SNES9x has from its savestate, and if it's different -- one of us has an emulation bug. Not an RGB565 problem, or the colors would match when ignoring the low three bits (two for green.) bsnes: 00001000 00010000 00011000 SNES9x: 00000000 00010000 00010000 [No archive available] |
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byuu | 4cbba77fc7 |
Update to bsnes v028r05? release.
New WIP up. This one re-adds HQ2x and NTSC, so all filters from v028 are back, plus there's the new scanline filter. So all of that code is now out of the core. It was pretty silly that eg the S-SMP core was dependent upon the SNES class, which depended on the VideoFilter class, which depended upon the HQ2x class, which depended upon the ~50kb HQ2x blending tables. Well, no longer. While I didn't make V-only HQ2x and Scale2x filters (yet?), I did add some code to make it fallback on the direct renderer if hires or interlace is being used. This means the issues with hires games (eg DKC intro) should be gone. Let me know if you find any problems. I also re-added DMPSDisable to the GTK+ screensaver disable code, since that was triggering after ~30 minutes or so still. It probably won't even work, but whatever. > Why default to a crippled renderer to save those people a few > clicks? First impressions and all that, mostly. > I have an Intel Mac with OS X 10.4 (no Leopard, sorry, but it > shouldn't be that different yet) I can test whatever on Thank you! :D Okay, first thing would be to make sure libco itself works. Please download this: http://byuu.cinnamonpirate.com/files/libco_v13_rc2.zip You can compile the test program like this: g++ -O3 -fomit-frame-pointer -c test_timing.cpp gcc -O3 -fomit-frame-pointer -o libco.o -c ../libco.c g++ -O3 -fomit-frame-pointer test_timing.o libco.o -o test_timing Then just run test_timing that is produced, and let me know what the output is, or if it segfaults. > Really, you want a first-gen Core 2 Duo or newer. Yeah, it's pretty slow. Especially since v018. It used to be easy to get 80-100fps with a 3500+. [No archive available] |
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byuu | 1194d3f9dc |
Update to bsnes v028r04? release.
New WIP. Windows binary included. I've added back Scale2x support, and I also added a scanline filter for Snark. No, I don't plan on combining them so you can do things like Scale2x + scanlines. It's a 50% scanline filter. I may add 75% and 100% in the future. Ah, and a while back I mentioned a certain software filter I saw. Here is that picture: http://byuu.cinnamonpirate.com/temp/PhosphorSimTest1.jpg Unfortunately, I don't even remember where I found the image anymore, let alone who made it. Does anyone here know how to recreate the filtered image from the source image? I'd prefer to avoid baseless speculation, if you know how it is done -- and better yet, if you can duplicate it -- please let me know. I really, really like the filter and would love to add it to bsnes. [No archive available] |
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byuu | 89a1b3d65f |
Update to bsnes v028r03? release.
Posted a new WIP, which cleans up src/snes. I've completely killed all the video filtering stuff, and cleaned up the rest. Only the audio WAV logger remains. Didn't feel like moving that to the UI tonight. So far, I have the colortable and a direct filter moved to libfilter. I'll probably just add Scale2X and a simple scanline filter for the time being, but HQ2x and NTSC will have to be re-added before another official release can happen. [No archive available] |
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byuu | 5a82cdf978 |
Update to bsnes v028r02? release.
Okay, I've posted a new WIP. Windows binary included. Changes: - Video output uses RGB888, rather than RGB565 - Removed RGB modes from Xv. They're a major hassle, I can't test them, and they didn't even work right. Maybe I'll try again in the future - $(DESTDIR) added to Makefile - Increased Linux usleep idle delay from 20 to 20,000, so bsnes appears to consume 0% CPU time when idle - Started moving src/snes/video to src/lib/libfilter. So far, only the colortable has been moved over I held off on actually using libfilter's colortable. I'm intending to break things completely here very shortly by eliminating src/snes/video stuff, but I wanted to get a WIP out before doing so, so that people could mess around with RGB888. Speed is going to be a little slower for Linux users who use the GLX or Xv video driver. Very sorry about this. If you need to, stick with v0.028 official for the time being. --- By the way, RGB888 is the bottom row. Thanks for playing. RGB888 doesn't make bright colors darker or vice versa, it avoids rounding errors. It has the biggest effect on near-black colors, as before they were getting crushed badly by the exponential curve gamma adjust. But don't be fooled: really dark colors will still be much harder to see than with the gamma curve turned off. Anyway, if you liked the top row more, then just adjust the settings slightly on the raster settings tab :) EDIT: Neat, fglrx driver goes from 57.5fps to 59.5fps with GLX. YMMV. [No archive available] |
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byuu | 52be510d2b |
Update to bsnes v028r01? release.
New WIP posted, Linux only. Need all the testers I can get on this one, please. First and foremost, I spent about four hours figuring out how to disable the screensaver on Linux. I tried XSetScreensaver, XResetScreenSaver, XScreenSaverSuspend, DPMSDisable, synthetic XSendEvent, and all of them failed miserably. I ended up getting it to work with only one thing: XTestFakeKeyEvent. I send a fake keypress every ~20 seconds. The key send is keycode (not keysym) 255. I don't know of many 256-key keyboards, so I think that should be fine. Anyway, testing would be greatly appreciated. Please make sure the synthetic key events do not interfere with your applications in any way. Technically, the fake key send goes to whatever the active app is. It shouldn't matter as the keycode used is undefined. I haven't seen any GTK+ or Qt apps do anything with it, they just ignore it. If any issues come up, then the best I can do is enable the screensaver whenever bsnes doesn't have focus, and disable when it does have focus. I think it should be fine, though. Totem uses the same trick and nobody seems to mind. mplayer tries all of my above methods plus bizarre fake messages and dbus commands to try and stop the screensaver, and it still fails for a lot of people. Next up, I've extended the Xv renderer. It can handle RGB15, 16, 24, 32 and YUY2 formats now. It defaults to RGB ones if you have them. I'd like if all of them could be tested. RGB15 and 16 should be perfect, 24 and 32 will likely have bad pointer arithmetic, but will hopefully work. Need to set driver to "xv", and check what you have with "xvinfo". It defaults to RGB16, then RGB15, then RGB32, then RGB24, then YUY2, then it gives up and fails. In the future we can see about letting the encoding be user-selectable. > if your repository-maintaining friend doesn't have an amd64 install > with which to build packages That's exactly it, sorry. Plus I don't want to burden him more than I do already. [No archive available] |
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byuu | 8b7219bdef |
Update to bsnes v028 01 release.
[No changelog available] |
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byuu | 926ffd9695 |
Update to bsnes v028 release.
Changelog: - OpenGL (with hardware filter mode support) and SDL video drivers added to Linux port - OpenAL (with speed regulation disable support) and OSS audio drivers added to Linux port [Nach] - SDL input driver (with joypad support) added to Linux port - Emulator pause option added - Added option to select behavior of bsnes when idle: allow input, ignore input or pause emulator - Added support to remap common GUI actions to key/joypad presses on the "Input Configuration" screen - bsnes will now clamp the video output size when it is larger than the screen resolution - GUI library has been enhanced, and renamed to hiro - Fullscreen mode now always centers video, rather than approximates - Fullscreen mode now works correctly on Linux/Openbox - Extra layer of abstraction in src/ui has been removed, as GUI lib unifies all ports anyway - Video, audio and input drivers unified into standard library, named ruby - All custom headers have been merged into a new template library, named nall - Makefile rewritten, vastly improved. Allows quick toggling of compiled-in drivers - Makefile: all object files now placed in /src/obj, binary placed in / - libco greatly enhanced, no longer requires an assembler to build [byuu, blargg, Nach] - libco SJLJ driver added; bsnes should now build on any Unix-derivative now (Solaris, OS X, PS3, etc) [Nach] - Fixed register $213e.d4 PPU1 open bus behavior [zones] - Windows port will not activate screensaver while bsnes is running [Nightcrawler] - Visual C++ target no longer requires stdint.h - And lots more -- mostly code refactoring related |
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byuu | a1389a2ba3 |
Update to bsnes v027r14? release.
> Anything is better than re-using an already well-established name > (even a short acronym like "vai"), but that's just me. I was asking about eliminating the extra layer of abstraction in the UI. But since you brought it up ... I'm sure vai has been taken before. Quark certainly has been. Hell, BSNES was taken by some people trying to port ZSNES to BeOS (they gave up). Given, none of those have anywhere near the popularity of the programming language. But eh, I _really_ don't care. I like the name, and nobody else in the world is ever going to use any of my software libraries anyway, so I'll use it. Speaking of which, I hate the name miu for the GUI library, it sounds stupid. So in the spirit of selecting **totally random names** that are _certainly not associated with any licensed / trademarked / copyrighted proper nouns_, **especially** not from any _video games_ or somesuch; I've renamed miu to the **completely arbitrary** name of hiro. Boy, I'm so creative and original with naming. --- That said, new WIP up, with Windows binary. Windows users, be sure to set system.video to "direct3d", system.audio to "directsound", system.input to "directinput". Linux users, "opengl", "openal" and "sdl" are preferred. "xv", "ao" and "x" are safer fallbacks. Changes: - Finally found a problem with dots in folder names, it screws with GNU make. So foo.bar has been renamed foo_bar. - Decided to drop the pointless duplications of folder names into file names, such as miu.gtk/miu.gtk.button.cpp -> hiro_gtk/button.cpp. Same for libco. - ruby is completed, all 13 drivers are in the ruby namespace, and bound to the base ruby.cpp file. The UI just calls ruby::video.driver("name"); to select a driver. Before v028's release, omitting the name will select the default best-case driver. ruby is no longer dependent on anything besides nall (the template library, for those losing track in the sea of _arbitrary_ names.) - miu became hiro, as mentioned above. Like ruby, I wanted to remove the need for platform-specific tests inside the UI for it. There's now a base hiro.cpp file that will auto-select the best implementation and compile it. Just build hiro.cpp on whatever platform you want and it does the rest. - UI platform abstraction removed. src/ui/miu was moved to src/ui. The two main.cpp files were merged into one. With the GUI wrapper and hardware drivers moved out of this folder, it's quite orderly there now. - More improvements to the Makefile system. New folder obj/ accumulates all of the object files now. Added streq(al) and strn(ot)e(qual) to Makefile.string library. Improved the delete command to support deleting from either obj/*.$(obj) with rm, or obj\*.$(obj) with del. bsnes executable is moved up one folder above src/ for both Windows and Linux now. The batch file doesn't perform this copy anymore. - Killed the doc/ folder. Just a pointless, out of date .dia file there anyway. Future plans: - I want to make ruby take advantage of nall/config.hpp, and output to ~/.bsnes/ruby.cfg. This file will contain driver-specific configuration settings. I may or may not add editing support for them to the advanced window. Or maybe I'll be lazy and just throw everything into bsnes.cfg. - Really need to add automatic driver selection to ruby. Can't release it with "" defaulting to no driver. - I'd like to replace the god-awful GTK+ video driver (that spawns a new window) with SDL video. Yeah, I know. At least with SDL_WINDOWID environment variable hack, it will go into the main window. I'll probably make this the default driver on Linux, since ATI can't even seem to get X-Video right with their drivers. [No archive available] |
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byuu | 5263ffb7aa |
Update to bsnes v027r13? release.
Yeah, I'll probably worry about the axis stuff later. I didn't intend to spend a ton of time on adding SDL input support like this, to be honest. Though I guess I should have known better with SDL and Linux. Okay, new WIP with no Windows binary. There's really no reason to get the WIP. The only change is renaming vai to ruby. That's right matz, ruby. Deal. Moved the folder to lib/ruby from ui/vai. The main point is trying to make it easier to use for other applications. Instead of having each app include all sorts of platform-specific header files and manually create the objects at runtime, it's all done for you now. Just #include <ruby/ruby.h>, call ruby::input.init(const char *driver = "") and use it. So far, only the input driver has been ported in this way. Note: if you use this WIP, you'll want to make sure system.input is set to either "sdl"/Linux or "directinput"/Windows. It defaults to no driver with "", for the time being. Once I finish the video and audio drivers in the same manner, I'm strongly considering eliminating the "multiple UI" bindings, as my Win32/GTK+ wrapper is pretty much meant to wrap all possible interfaces into one. This means it would be harder to create a standalone, GUI-less SDL or VESA2/DOS only port in the future, for example. But I really don't have any plans to do that anyway. So it's just needless separation of components, really. That extra separation layer was being blurred a lot recently anyway. The config.cpp file was adding miu-specific GUI commands, where they had to be to bind to interface.cpp, which binds to the core. Meh. So basically, I'm wanting to change the structure from: core <> abstracted UI <> miu, SDL, VESA2 to: core <> miu Even with this, porting to pure SDL would still be doable in the future, you'd just have more code to write to do it. Any objections? [No archive available] |
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byuu | 1744bcb99c |
Update to bsnes v027r12? release.
New WIP. I removed property.hpp, as I really didn't like it. Reverted Audio wrappers to use cap/get/set method that Video and Input wrappers use. Yay, consistency. Capped input.sdl to only poll up to six axes. I suppose if someone really only has 2 or 4, and has phantom 5,6 axes, they'll run into Glenn's problem. Meh. We'll wait for a way to configure vai settings on a per-driver basis to work on that problem more. I was thinking of just giving it the handle to either unique configuration class objects, or to the bsnes.cfg one. Just dump all settings for all (compiled-in) drivers in there, in case the user wants to keep swapping between drivers. Added Nightcrawler's screensaver and monitorpower disable code. Happy now? Note, I don't use screensavers, nor do I feel like playing for ten minutes to verify. If anyone else could verify whether or not it's working, I'd appreciate it. Note again, this won't work on X11, only Windows. Improved the makefile a bit more for Visual C++. Disabled the warning about passing "this" in a constructor. It's valid and safe C++, and the only way to implement a bidirectional private implementation by reference. The last warning is comparison between unsigned long long and bool, which I can't see a problem with (it gives no warnings about unsigned long and bool, either). Should I just disable that warning, as well? > It ended up being axis 6, but yes, that pinpointed it exactly. Oops, sorry. When there are two of something, I always have a really hard time telling them apart (x/y, hidori/migi, edge/level (sensitive), etc etc). Not sure why that is. Three or more choices and it's never a problem. > Would need porting for BSD gamepads however. If it doesn't support BSD, then I'm not really interested. I kind of have to special case Windows (~95+% userbase), but I don't personally want to waste my time writing Linux only code. [No archive available] |
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byuu | 6362044c05 |
Update to bsnes v027r11? release.
Alright, new WIP posted, Windows binary included. I've added the auto-pause setting. I removed the formerly useless joypad selection comboboxes, as I want to stick those in the main menu when they are ready anyway. It defaults to auto-pause, so that discussion is moot now. Don't complain that three combo boxes are not natural compared to two checkboxes -- I don't care. There are only three possible states, and I like it the way it is. Thanks in advance. Nach, you have my humble thanks for your input today. This was definitely a lot easier than I thought it would be with your help. For those curious, here's how things look at the moment: [image] I also fixed up the CPU usage when paused. I tried to stress test as many things as possible (manual pause <> auto pause conflicts, statusbar update failures, toggling settings in real time, etc etc), but I may have overlooked something. Rigorous testing would be appreciated :) --- In other news, I completely rewrote the Makefile. It is now far more advanced, and will allow you to easily remove vai modules. Once removed, the dependencies on those modules will automatically be removed. The source still needs to be updated to auto-detect non- existent modules, but this is a step in the right direction. Take a look at some of my GNU make-fu: ifneq ($(findstring gcc,$(compiler)),) # GCC family flags = -O3 -fomit-frame-pointer -Ilib c = $(compiler) $(flags) cpp = $(subst cc,++,$(compiler)) $(flags) ifeq ($(platform),x) # X11 miu = miu.gtk vai = video.glx video.xv video.gtk audio.openal audio.oss audio.ao input.sdl input.x link += $(if $(findstring audio.directsound,$(vai)),$(call mklib,dsound)) link += $(if $(findstring audio.openal,$(vai)),$(call mklib,openal) $(call mklib,alut)) link += $(if $(findstring input.directinput,$(vai)),$(call mklib,dinput8) $(call mklib,dxguid)) link += $(if $(findstring input.sdl,$(vai)),`sdl-config --libs`) arch := $(patsubst %,$(call mkdef,%),$(arch)) objects := $(patsubst %,%.$(obj),$(objects)) compile = $(strip \ $(if $(filter %.c,$<), \ $(c) $(1) $(rule), \ $(if $(filter %.cpp,$<), \ $(cpp) $(1) $(rule) \ ) \ ) \ ) %.$(obj): $<; $(call compile) video.glx.$(obj) : ui/vai/video/video.glx.cpp ui/vai/video/* video.gtk.$(obj) : ui/vai/video/video.gtk.cpp ui/vai/video/* $(call compile,`pkg-config --cflags gtk+-2.0`) Hahahahahah :) [No archive available] |
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byuu | 319b244af4 |
Update to bsnes v027r10? release.
New WIP posted. I downloaded a 64-bit Linux OS to verify that libco.x86-64.c worked this time. Turns out the problem was that I declared "register stack = *(long long*)to;" -- forgot the size qualifier, so it was being truncated to 32-bits. Anyway, it works now. I also added two more GUI keys, one to pop open the load ROM window, and one to pause emulation. Yes, took me eight versions, but I finally re-added pause mode. It probably still consumes CPU time, not sure. I don't really care, I'll fix it before release. The whole thing is silly anyway, task scheduler is so easy to cheat. Add sleep(1) inside the main loop and it states bsnes uses ~1-2% CPU time. As if. Windows binary updated, too. > Unfortunately, it will be 64-bit and using Vista 64 Ultimate, so I'm > not sure what all will be compatible in terms of software and > emulators. 32-bit software runs fine for the most part on Vista. bsnes works there for sure. But if you want it 64-bit native, you'll have to compile it yourself, as I have no idea how to make a 64-bit Windows binary. Nor do I really feel like maintaining another build :/ [No archive available] |
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byuu | a3f1802845 |
Update to bsnes v027r09? release.
New WIP. No Windows binary. This one fixes the GTK+ fullscreen issue on Openbox completely. How do I know? Because I'm running Openbox now to verify :P It's pretty spiffy, whole thing is only consuming ~5mb of memory. Total mem usage sans the 'fox is ~40mb. The cool part with these changes is that video no longer flickers for one frame when you toggle the menubar in fullscreen mode anymore. Not even on XFCE. Just in case, verification always helps. Hopefully it'll work on all the esoteric window managers out there, so long as they honor the undecorate window request. You may have some small issues if not. I didn't need keepabove to get on top of my XFCE panel, even when I run the panel in Openbox. I'd like to keep it off if possible. void pWindow::fullscreen() { if(state.is_fullscreen == true) return; state.is_fullscreen = true; gtk_window_fullscreen(GTK_WINDOW(window)); gtk_window_set_decorated(GTK_WINDOW(window), false); gtk_widget_set_size_request(window, gdk_screen_width(), gdk_screen_height()); } void pWindow::unfullscreen() { if(state.is_fullscreen == false) return; state.is_fullscreen = false; gtk_widget_set_size_request(formcontainer, state.width, state.height); gtk_widget_set_size_request(window, -1, -1); gtk_window_set_decorated(GTK_WINDOW(window), true); gtk_window_unfullscreen(GTK_WINDOW(window)); } I also fixed the "esc" -> "escape" keysym for menu toggle, and updated the x86-64 target with OpenGL + SDL input stuff. Thanks everyone for the awesome feedback! > EDIT3: How come you haven't added the icon to the window? Need to > write another class for handling it (for MIU)? Adding the following > to the end of pWindow::create() in > 'src/lib/miu.gtk/miu.gtk.window.cpp': Yes, I need a way to do the same in Windows. Ideally, I need a way to embed the icon inside the EXE, and have an API that allows me to set the icon both on Windows and Linux from it. I'd prefer to not require another external file for bsnes binary releases. Thanks for the GTK+ code, though. It's a step in the right direction. > I tested the linux version of bsnes with my Radeon Mobility x1400, > and I don't get any video inside the bsnes window. I'm running > Ubuntu, and I've set up all the ATI driver stuff, AFAIK (Compiz, at > least, works). Aw ... well, thanks for trying. I kind of figured it wouldn't work. Perhaps ATI doesn't support GLX ... I honestly have no idea. I'll look into it. > What other package(s) do I need to install to correct these > warnings/errors? libsdl1.2-dev > My first problem when running this WIP is that my statusbar is > black. All black. No one else has complained, so this must just be > happening over here... any ideas why? Also, fullscreen won't work > for me... gameplay freezes for a moment when I toggle it and then > continues windowed, as normal. Sigh. I fixed this a while back. Certain GTK+ themes weren't painting the background of statusbars, so I embedded the statusbar inside an event box. I don't know why it still isn't working for you. It seems to work for everyone else now ... > Secondly, when attempting to map my gamepad, every single key logged > correctly... except my right directional. What? Weird. Good question. The SDL docs say axis 0 = x, axis 1 = y. but the two thumbs are axes 2, 3 left and 4,5 right. The left thumb uses 2 for X and 3 for Y, but the right uses 4 for Y and 5 for X. Since the API has no way to tell you what direction an axis is in, I decided to play it safe and do axis&1 over all axes. I guess I'll just hardcode for D-pad + two thumbs in the next version by swapping 4 and 5 ... no idea how other apps do it. > Finally, turning on Scale2x with or without opengl as video does > this to the Donkey Kong Country intro (note the statusbar)... Longstanding issue. Never modified the hq2x and scale2x filters to support hires modes. Only direct and NTSC do. Hoping to bypass the issue with pixel shaders in the future. That, or wait until I cleanup the video filter code and get it out of the core. > Does GtkSocket not do what you're looking for? > http://www.gtk.org/api/2.6/gtk/GtkSocket.html Nah, that's for other processes. I just need to convert an X11 handle back to a gtk_drawing_area GtkWidget. Sounds weird, but miu only has one handle() function for cross-platform reasons. So I make that export an X11 handle (that Xv and OGL take) rather than a GtkWidget handle (which requires gdkx.h header to extract the X11 handle from in a safe manner.) [No archive available] |
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byuu | 4370acae2e |
Update to bsnes v027r08? release.
Okay, new WIP. This time there's a Windows binary. I improved input.hpp a lot, and now InputManager will scan the joypads as well. DirectInput is fixed, so the Windows port works again. Now that the InputCaptureWindow stuff is cleaned up, I made it only capture joypad assignment keypresses when that window has focus. I'm also planning to make a "fast assign all keys" button or something, like I used to have. Not sure how I want to do that just yet. I also tested triggering UI events through the joypad, it works great :) Now I just need to add entries to Input Configuration window for each UI action. Hmm, should I list the UI entries above or below the SNES joypad entries? (eg ui.fullscreen, joypad1.up, ... or ... joypad2.start, ui.fullscreen?) The rest of my time tonight I spent working on my cross assembler, xkas. Added sublabels to it, and some more parsing improvements. It's getting messy already, though. Trying to write complex grammar parsers in C++ usually does. But it has to be pure C++. No yacc, flex, etc. So, I'll have to go back through and find redundant code to factor out. Why would you care about xkas? Well, the sooner I get that done, the sooner I can help out the Mother 3 translation project a bit more. GBA cross assemblers suck for ROM hacking. > You have a big disclaimer about how it's perfectly legal to use "_0" > as an identifier inside a namespace... and then never actually do > it. I was using it for joypad button IDs, but I just decided to go with button_0n. I removed the comment in the latest WIP. Also added a way to index joypad IDs at runtime, and packed the enums into a linear list. > Apps that process input according to 'the characters printed on the > key' are my pet hate because I the Dvorak layout, so Z and X or WASD > are not nearly as convenient as you might otherwise expect. Would require supporting every keyboard in existence, and needing some sort of lower-level stuff to translate keycodes to raw keyboard IDs. The only issue you'll have to reassign your keys one time on first startup :( I envy you though for managing to switch to dvorak. I tried for a really long time, I could never get above ~40wpm, whereas I get ~110wpm with qwerty now. I think programming is the worst part, all of my brackets moved? Well, that or the fact that all apps use Ctrl+C/X/V/Z. That hack to make Ctrl+ use qwerty on dvorak doesn't solve the underlying issue, either. > If there is any other areas in the bsnes ppu rendering code that you > want me to verify in a similar fashion, please tell me, so that I > can try and code something to prove if it is right. Hahah, there sure are :) I think the biggest one is that I've yet to test setting BG3 tilesize to 16x16 when using Mode2/4/6's offset-per-tile mode. Does it affect indexing? I don't think that it does. May want to also toggle BG1/2 tilesize, just for fun, but I'm almost certain I have that right already. Don't worry about it if you're busy. It's obviously not a big deal since no game in the world uses the effect (that, or I already emulate it correctly), and I'll no doubt get around to it if I ever rewrite the PPU emulation. Either way, many thanks for helping me with this :D [No archive available] |
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byuu | 5a804eac58 |
Update to bsnes v027r07? release.
Okay, new WIP. But before you download it ... there's no Windows binary, because I haven't finished porting some changes over to DirectInput yet. So it won't compile just yet. But, here's the changes anyway: - fixed up the recursive descent math parser, it should reject 100% of invalid math now - added a new header, new.hpp, by Nach. This allows for uint8_t *buffer = new(zeromemory) uint8_t[65536]; //zeromemory == memset(buffer, 0, 65536); - updated input.hpp more, and removed keymap.hpp completely -- this is why DirectInput is broken right now - rewrote all of inputmgr.cpp, and InputCaptureWindow. The really ugly, hackish code is now gone. InputCaptureWindow no longer needs to hijack the main UI event loop to catch keycodes. Instead, a ~20ms polling occurs that will alert event::key(up|down) of key changes. The really, really good news about this, is that it also catches the UI keypresses now, too. That means that I can now map GUI events to the joypad, or alternate keys!! Expect that within the next release or two. - ran krom's mode7 test -- holy hell, he has good eyes o.O -- took me about 20 minutes to definitively tell which output looked correct on my SNES. He was right of course, and I trusted him, but double verification is always nice, right? Removed TRAC's theorem from the mode7 code, and spruced up the formatting in that file a bit. - **a real emulation change!!** zones recently pointed out that anomie figured out that $213e.d4 was PPU1 open bus. I'm pretty sure I was really thorough when I initially added PPU1+PPU2 open bus (even verified CGRAM.d15 open bus (-much- harder than it sounds)), but I guess I missed a bit ... odd. anomie also said that $213e.d5 is basically tied to GND, so that should mean it always returns 0. I read previously that it was some weird "no PPU activity for ~40 frames" bit or something, but I don't even remember where I saw that. I trust anomie anyway, so that means all PPU register status bits should be accounted for. Thanks for the heads up, zones! :) Now, of course, it's _extremely_ minor and it won't fix any games (there aren't any known bugs anyway), but it's still nice to actually fix something in the core for a change. [No archive available] |
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byuu | 3b65b50aea |
Update to bsnes v027r06? release.
Double post! Better to separate this, I think. Okay, new WIP lacks Windows binary, and only changes one header. I figured it might be fun to show you guys what I've been doing as far as code cleanup goes, something a little different, you know? Okay, here was the config.hpp file from the last WIP: http://byuu.cinnamonpirate.com/temp/config_old.txt And here is the new one: http://byuu.cinnamonpirate.com/temp/config_new.txt Or for those who do not know C++ ... :) Like a standard library should be, I've reverted UpperCase to lower_case, I've converted everything to const-correctness, I've hidden everything that should not be public, improved the code formatting, added proper casting, removed the needless template overloads all over the place, converted the variable names from incomprehensible gibberish (idef, ifmt?) to clean, understandable alternatives (default_value, type), removed needless copying of const char* data, which means no more destructors needed, and added proper int -> unsigned types when indexing arrays. The only thing left is to add better-named integer->string conversion routines to string.hpp, to get rid of the ugly sprintf code. [No archive available] |
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byuu | a85ff8c437 |
Update to bsnes v027r05? release.
Another WIP, this one's really just for myself to look over at work tomorrow. Changed any.hpp again to not auto upcast fundamental types, as it causes problems such as downcasting references to long doubles and such. Sucks how limited the any type is by forced casting 100% of the time, but whatever ... no endian issues possible now, at least. I added property.hpp and bound that to the Audio class (not to Video or Input yet). It's a lot more complicated than the old integral identifier cap/get/set functions, but I need the char*-named list functionality to allow changing driver-specific settings from the GUI one day. Not too much done there yet. Need to work on it more, I'd like to make bconfig use property.hpp rather than the IntegerSetting + StringSetting classes. Tried to make property.hpp read in a config file without bstring, talk about pain ... ugh. Tried to move bstring into nall, failed miserably. When strcpy(char*, const char*) is in the global namespace and strcpy(string&, const char*) is not, the compiler gets angry. Not going to work. Really should go object-oriented entirely and ditch libc functions, but ... that's a _lot_ of code rewriting on my part. Need to think about it more first. Removed bbase.h dependency from bstring, miu and xkas. Now I just need to do something about bkeymap.h, and things will be looking a lot better for code sanity. Nach wrote the _seventh(!!)_ libco driver tonight, an implementation using setjmp / longjmp. Pretty neat, overhead is ~20x, which puts it only slightly worse off than Windows Fibers on my machine. Using it in bsnes slows the emulator down by <1%, but it should be portable across all Unix-derivative systems now. This means eg a PS3, Alpha, SPARC, etc port should be completely doable now, just need someone to compile it. Planning to position libco as a competitor to GNU Pth, so that leaves me with: SDL -> vai wxWidgets -> miu GNU Pth and pthreads -> libco boost and Loki -> nall std::string -> bstring Good times. Now I just need to register inventedhere.org for all of these libraries. > but it's pointless since the sound quality of the S-DSP isn't good > enough to make a difference. The only thing we could possibly bypass would be the driver / API resampling our audio (eg 32khz -> 44khz native). Running each SNES channel through its own hardware channel is just silly. Either use an API that bypasses the mixer, or don't. And yes, there's lots of ways to "enhance" the audio. Replacing gaussian with a higher end interpolation, bypassing the clipping, etc. But then you end up with "better" (in most cases), but less accurate sound. > is anyone currently working on an enhancement snes emu? ZSNES adds cubic spline audio interpolation, SNES9x adds "hi-res" mode7, ZSNES/XBOX adds rumble pad support to most games. Other than smaller things like that, not really. I've talked about adding things like rumble, a new MMC to map more than 64mbits, CD-audio and video playback capabilities. Nobody seemed all that interested. Eh, maybe if someone finds and sends me one of those SNES CD player addons used by that one English teaching game, I'll add support for that to bsnes and then rig something like Der Langrisser to use it :P [No archive available] |