mirror of https://github.com/bsnes-emu/bsnes.git
177 Commits
Author | SHA1 | Message | Date |
---|---|---|---|
byuu | 9b03874f32 |
Update to bsnes v037a release.
[No changelog available] |
|
byuu | a9bff19b5b |
Update to bsnes v037 release.
This release adds support for the SNES mouse, Super Scope and Justifier peripherals. It also simplifies cartridge loading and refines the user interface. Lastly, GZ and ZIP archives can now contain non-ANSI characters (Chinese, Japanese, Russian, ...) This support existed in the last release for all uncompressed files. Together, this means only JMA support on Windows lacks support for loading non-ANSI filenames. This is due to the library itself (really, it's more Windows' fault), and licensing issues prevent me from patching libjma as I did with zlib (bsnes is not GPL compatible.) I'm planning to work with Nach to fix this in a future release. About the cartridge loading changes ... the emulator now determines what kind of cartridge is being loaded (eg normal, BS-X BIOS, Sufami Turbo cart, etc) by looking inside the file itself. If it detects a cart type that requires more than one ROM image to load, it will present you with the appropriate specialized load menu automatically. Aside from being more intuitive, this method also allows loading of BS-X and Sufami Turbo games from the command-line or via file association. Changelog: - added mouse support to DirectInput and SDL input drivers - up to 96 buttons per controller; 8 buttons per mouse (5 per mouse on Linux) can be mapped now - added SNES mouse support (does not support speed setting yet) - added Super Scope support - added Justifier support (supports both Justifiers) - input management system almost completely rewritten to support new controllers - "Load Special" menu removed, all cart loading merged to "Load Cartridge ..." option - replaced "Power Cycle" and "Unload Cartridge" with "Power" -> "On" / "Off" - when video exceeds screen size and is scaled down, aspect ratio is now maintained [Ver Greeneyes] - zlib modified to support non-ANSI characters - cheat code count was limited to 1,024 codes before; it now supports unlimited codes per game - added sort by description setting for cheat code list - polished listbox control interaction (disable buttons when nothing selected, etc) - cleaned up OBC-1 chip emulation (code is functionally identical to v036) - added option to toggle fullscreen mode to settings menu - added advanced mode options to toggle base unit (none, Satellaview) and system region (Auto-detect, NTSC, PAL) |
|
byuu | 20be19f876 |
Update to bsnes v036r15? release.
Got the EP / Region stuff hidden in standard UI mode, and added the text label to the audio panel. Didn't post the WIP, not much point in testing that. I think I'll just take it slow, wait another week or so, make sure no bugs pop up; rather than rush a release this weekend. > If there is a problem with it, please let me know as I just spent a > while thinking about it Yeah, I wasn't sure about the math. That's why I put the height scale first. I think your code should be fine, too. If someone can definitively show them to be the same, we can use that just because it's smaller, which is nice. > By the way, is it just me or has the NTSC filter's intentional > glitchyness gotten erratic and unpleasant? It's like it randomly > gets a seizure I believe I turned off the NTSC filter's merge fields setting, now that we have vsync. It needs to have its own panel just for that filter, I'm just really lazy and don't want to add the hooks to libfilter to allow modifying NTSC filter settings :/ The merge fields thing looks good when not running at perfect 60hz, but it's less faithful. I figured more people would be using that filter with the idea of faithfulness, and thus vsync, enabled. > Oh, I wasn't bugging you about those again, they're years away from > feasible. Just stemming off the inevitable. I do wish it was quick and easy to add those, like with the other chips. So far the Cx4 has been the worst (thanks to Andreas Naive and neviksti's awesome S-DD1, SPC7110 and DSP-1 libraries, and Overload's DSP page for the rest.) And I even had at least half of the Cx4 done by Nach. > I'll just focus on the next two versions before I ask you if you're > interested in contributing to something on the game management end > of things. I hear game-specific settings are in high-demand. But that's a difficult thing to get working right. But yeah, thanks; we'll cover that in a future release. > 1. I noticed that you may have forgotten to remove video sync from > the advanced section after it was added as a functional menu option. Kay, we'll add that to the list. > 2. What happens when someone uses multiple mice? You currently don't > list the mapping as mouse00, just mouse. Will this ever pose a > problem? Both DirectInput and Xlib only support one mouse. If you plug in two, they both return input to the same device. You'd need something like ManyMouse to support multiple mice. I didn't bother as I didn't want to add another library dependency, and really -- how many people really have multiple mice on one PC? It's definitely a really neat feature in ZSNES, and the library itself is definitely awesome. But I think the analog joystick mapping should cover people who really want to use dual justifiers / mice for bsnes. If not, we can always add it in a future release. The guy's license is really permissive (zlib), which is awesome. EDIT: this _may_ pose some problems, too ... > On Windows, ManyMouse requires Windows XP or later to function, > since it > relies on APIs that are new to XP...it uses LoadLibrary() on > User32.dll and > GetProcAddress() to get all the Windows entry points it uses, so on > pre-XP > systems, it will run, but fail to find any mice in ManyMouse_Init(). > ... > Please note that using DirectInput at the same time > as ManyMouse can cause problems; ManyMouse does not use DirectInput, > due > to DI8's limitations, but its parallel use seems to prevent > ManyMouse from > getting mouse input anyhow. > ... > (XInput code isn't finished yet, but in the future this note will be > true.) Mmm ... those are what I use now. But I think ZSNES uses DirectInput, too; so who knows. [No archive available] |
|
byuu | f748a34e49 |
Update to bsnes v036r14? release.
New WIP. Couple of changes here. Ran into that damn char *argv[] crushing Unicode on Windows thing again with the MOTHER 3 patcher. Before I had to #ifdef the main() entry point and add all kinds of magic to rebuild the command-line string as UTF-8. So I moved all of that inside of hiro. Linux users can now use GTK+ command-line arguments as a result, too. And ui/main.cpp loses a bunch of platform-specific wrappers. Moved realpath(), userpath() and mkdir() wrappers inside hiro; as they all need UTF-8 <> UTF-16 stuff anyway. That cuts bbase.h to ~1.5kb. Very close to killing it off now. And probably most importantly, added VG's scaling changes. But I redid the code to support the same effect in windowed mode. I also made sure it works on portrait monitors, too (eg width is too big; scale height instead). That was a messy section before. Please test it out and let me know if it doesn't work as you guys were wanting. I want to get a new release out shortly. Release-stoppers right now are: - axis sensitivity sucks; mouse maps too fast, joypad axes don't map at all on Windows. - need to swap mouse.button01 with mouse.button02 so Linux and Windows use the same IDs; then I need to set defaults for the mouse / SS / Justifiers. - need to hide expansion port / region in simple UI mode. - still need to add that skew help message to the audio settings panel. If I'm missing anything serious in the above, eg you know of some critical bug or something, please let me know now. I'm going to put off the video panel discussion and ROM PCB mapping stuff until the next release or so. Too much to cover, and they'd take too long at this point. > That saddens me a little, not because I don't think you'd do a great > job, but because there are far more people rom hacking than there > are writing emulators or improving emulation. And what have we been improving for the last two years? :/ It's been 95% GUI polishing and minor bug fixes. The only major change I can think of off-hand was the HDMA timing improvements. I'm really starting to doubt that it's possible to simultaneously allow both the scanline and cycle-based PPUs. I try and come up with something every other week, and nothing I think of will avoid a major speed hit to the scanline renderer. And I really don't personally care about the SuperFX / SA-1. Yes, I know a lot of you do, and I'll hopefully get around to adding them. But if I'm going to start a months-long RE task, it's going to be the PPU first, sorry. And I'm at a major impasse there. [No archive available] |
|
byuu | 0af5703c47 |
Update to bsnes v036r13? release.
New WIP finally adds non-ANSI filename support for GZ and ZIP archives. That plus the existing support for uncompressed filenames means it works with everything now but JMA archives. Compression support was enabled with this WIP for testing. I used Nach's suggestion with gzdOpen() for GZ, but I had to modify ioapi.c for ZIP support, as there was no unzOpen() that took a file descriptor. No big deal, it was only a four-line change and it works great. I noticed that the Windows hiro port wasn't sending the -1 position for when no items in a listbox were selected. That turned out to an absolutely major pain in the ass to support, thanks to the way Windows works. Say you switch from item #3 to no item, it will send "item 3 lost focus", but nothing for the fact that no item has focus. Easy enough, but then if you switch from item #3 to item #4, it sends "item 3 lost focus", followed by "item 4 gained focus." Since you can't tell after the first message if a second message will occur, you don't know whether or not to send a "no items selected" message; and if you try and wait and there is no message, you won't get a chance to send it again. Took a lot of evil state tricks, but I got it working. That'll make the input config, cheat editor and advanced panel buttons gray out when nothing in the list is selected. Please let me know if you spot any oddities with that. That ate up nearly all of my time ... with only an hour left, I fixed the input mapping once a cart was loaded; but I didn't have time to fix the Windows joypad axis mapping bug, which should be the only bug left at this point. > Your website got foobared somehow, I can't navigate to places. I knew what it was before even looking, based on your description. Derrick's host turned off PHP register globals. Apparently we can't have nice things because a few dumb fucks can't remember to initialize variables. Whatever, it's fixed now. [No archive available] |
|
byuu | f73d0908c4 |
Update to bsnes v036r12? release.
New WIP, doesn't do much. The core no longer scales axis values at all; and the platform input manager scales joypad axes only by 4096. Mice are unscaled here. Meaning you can use joypads and mice together at the same time now. Also updated the input config panel to add all the new input devices. Assignment is still sketchy. My idea is to separate axis movement from button movement, and allow fast mouse movements (+/- 20 in a given direction) or strong joypad axis movements (~50% tolerance+) to assign axis stuff. For buttons, they'd work as before, but you can also click a mouse button with the mouse over the input capture window. Disabled Xlib mouse acceleration during capture mode. I don't notice a difference, but I may as well leave it in case it matters somewhere. Sadly, it looks like buttons 4/5 are never set via XQueryPointer(), and you can only get buttons 6-9 with event callbacks. Since the input wrapper doesn't own the window (in actuality, GTK+ does), I can't safely bind the XEvents to capture those. So left, middle, right click only on Linux. After that's done, we should start polishing for the next release. > gtk_tree_selection_get_selected() returns items from the underlying > unsorted list rather than indexes into the sorted list. Really? That's interesting. Not sure I like that. If I call listbox.set_selection(0), I would expect it to select the first entry, not the eleventh. It does sound very convenient 99.9% of the time, though; I agree. > (imagine porting to Mac OS X's Cocoa GUI which tries to do even more > work for you...) Oh geez, let me guess. You can drag a listbox item out of one app, and drop it into another, and the other app can now invoke your callback functions for activate / change with it? :P > Since the X11 protocol only really supports three buttons, two > button mice generally have buttons 0 and 2, and button 1 is emulated > by clicking both 0 and 2 together (this is controlled by the > Emulate3Buttons option in xorg.conf). Excellent, very good to know, thank you. You sir, are a treasure trove of knowledge! :D So, should I go the Windows way for the majority; or the Xlib way since it's a bit cleaner? At least, when you consider most mice have three buttons these days. [No archive available] |
|
byuu | 18389cb8f7 |
Update to bsnes v036r11? release.
Another WIP. A few changes here; I added on_change notifications to both Windows and Linux textboxes. I use that to only enable the "Add Code" button on the cheat code screen when a valid GG/PAR code is entered. A bit nicer than just not doing anything when you click "Add Code". Also disabled toggle / delete code when one is not selected. Minor touches. Added on_input mouse capture to the canvas widget for Linux. Needed for the input.acquire() mouse capture hook. Tried to use SDL_WM_GrabInput and SDL_GetRelativeMouseState ... doesn't work at all. Unless SDL creates the window itself, it doesn't give you any mouse info. SDL_WINDOWID hack doesn't work here either, same issue with the keyboard input and why I had to use raw Xlib there. So, I use XGrabPointer + XQueryPointer + XWarpPointer and some magic to make my own invisible cursor. Major pain in the ass. It works okay, but it feels a bit too jumpy ... I'm going to try screwing around with the acceleration controls to see if I can smooth it out a bit. And hooray, more fucking cross-platform headache: Windows: button 1 = right, 2 = middle Linux: button 1 = middle, 2 = right I had to completely disable the scale for this build to get the mouse to work well on Linux, so no joypad axes for this one. I'd be interested to see how the mouse performs for FitzRoy; where the last one was too slow, this should be 5x faster. Surprisingly still playable for me, but a bit too fast for my tastes. The scalar of 1 feels great for Windows with the cheapo 400dpi mouse here, too. I think this is a reasonable default. ----- Detecting listbox column header clicks was easy enough on Windows: if(((LPNMHDR)lparam)->code == LVN_COLUMNCLICK) { printf("%d\n", ((LPNMLISTVIEW)lparam)->iSubItem); } And of course, there's no obvious way to do the same with GTK+: http://www.gtk.org/api/2.6/gtk/GtkTreeView.html http://www.gtk.org/api/2.6/gtk/GtkTreeViewColumn.html http://www.gtk.org/api/2.6/gtk/TreeWidget.html I have a couple of hangups about a column sort click, anyway. 1) there's no logical reason to sort by code (they're technically gibberish, especially encoded Game Genie codes), status (you want the list to change around when you toggle the status? yuck), or by reverse description (scroll to the bottom and read up, same thing.) 2) it won't save the setting across runs; each time you load a new game, you'll have to re-click to sort the list. 3) there'd be no way to stop sorting completely. But again, we can make this a hidden option like deep filetype detection if it's too obscure. [No archive available] |
|
byuu | 448a8336b1 |
Update to bsnes v036r10? release.
Sorry, was a bit under the weather lately. Anyway, new WIP, very little changed. Updated nall::sort from insertion sort to merge sort* [O(n log n)], and then used that to add a "Keep cheat code list sorted by description" checkbox to the cheat code editor. I'll admit this probably isn't very useful, I really just wanted an excuse to implement a proper sorting algorithm and get rid of the embarassing O(n^2) sorting code I had in my template library. It's actually the first time in 11 years of programming that I've ever used a sort function in an application, believe it or not. I'll make it an advanced mode option if it really bothers people (eg as feature bloat.) It was only ~12 extra lines of code. (* not using quick sort as I need a stable sort for my purposes (eg two descriptions that are the same, but with different codes -- it shouldn't bounce around every time the list changes or you toggle the sort option), and it's nice avoiding the worst-case O(n^2) issue with quick sort.) Updated the mouse acquired check to work, but only on mouse input. Not that it matters much since I still don't have a method for distinguishing between mouse and joypad movement deltas. Eg this build only works with joypads, not mice. Moved the endian stuff from bsnes/src/lib/bbase.h to nall/endian.hpp. I've been trying to eliminate bbase.h for quite a while now. Getting pretty close, just some Windows POSIX wrappers and typedefs left. Hid a bunch of the new config file options from the advanced panel. The idea, of course, is to hide anything that can already be controlled from the GUI anyway. Sigh, no way I can make an October 14th release this year. Way too much stuff is broken. Dullaron, no, that's not the problem at all. See the input driver thread for more info. FitzRoy, wow, 1800dpi. Yeah, my mouse can do that, too; but I leave it at 1000dpi. That's odd, the work mouse is only 400dpi and its slower there than my 1000dpi. I'd have expected 1800dpi to be way too fast for you. I'm at a loss, maybe I'll take a look at how other emulators handle mouse movement ... [No archive available] |
|
byuu | 233e645772 |
Update to bsnes v036r09? release.
I fixed up the SDL and X input drivers to work with the new model, so the Linux port builds again. For the sake of testing, this WIP disables the "mouse acquired" requirement, and raises the divider on motion to 5000 from 5. In other words, this release will work with gamepad thumb sticks, but not with mice. Having a _lot_ of trouble coming up with a way to get both working cleanly. But yeah, you can at least see how it works now. You want to set the X axes to "joypad00.axis00", and Y axes to "joypad00.axis01". Use the config file, input assignment is still screwed. > I can't get bsnes to recognize thumbstick 2. DIJOYSTATE2 has lX and lY, but that's it. I guess making that an array would be too easy. I'll have to dig through and hope one of the 20 other oddly named variables (lHX, lRX, lRLX, etc) refer to the other analog stick. You think that's stupid ... the scroll wheel increments in ticks of 120 per one physical tick of the mouse. Always 120, it's a fixed constant. Using DIPROP_GRANULARITY to get it from the mouse tells you the driver doesn't support that operation, but there's a Windows #define called WHEEL_DELTA for it. Seriously, what's the point of an arbitrary, fixed-value multipler for something, anyway? > An idea that I had that would get these things working for everyone > and every platform, would be to create 4 mappable directions that > could be assigned to a dpad If we could come up with some way to map both analog bi-directional inputs and single push button controls together, then yes we could do something like that. I think it would be too difficult to play like that, but whatever. The flexibility would be nice at any rate. [No archive available] |
|
byuu | f0627239bb |
Update to bsnes v036r08? release.
New WIP. Not really worth grabbing if you have a previous one, progress is very slow but steady here. First, I kept the just-in-time cycle-accurate Super Scope / Justifier latching support; but optimized things to reduce the overhead even more. It's now ~0.5% speed hit with no light gun, and ~1.2-1.5% with. Next, I rewrote ruby::input and the DirectInput driver to scan at O(1) instead of O(n). With that, I increased the max # of joypad buttons per controller to 128 (the # doesn't affect speed anymore -- 128 is just a hard limit with DirectInput), and gained a ~2% speedup over the old method. Renamed the mouse axes again, to just "mouse.x" and "mouse.y", sorry. Added a blocker for mouse.button00, but as the new input system merges key_down/key_up/axis into one single-pass scan, it's now mapping mouse motions, and if not that, lousy analog joypads that return sporadic values. Hey, it's a WIP release for a reason, right? Getting there, my idea is to have the input driver return information about what "type" of input each symcode is, and then pass masks from the input configuration mapping to control which types of input are considered valid for each of the different types of controls. Not sure if I want to allow the Mouse/SS/Justifier axes to be mapped by swinging the mouse fast in a given direction (the threshold now is any movement at all, I'd make mapping it require +100/-100 in any direction so you have to move it fast to map it), or use a dropdown box for that. Oh, and I added the glow shadow I was talking about earlier to the light gun cursors. If you do decide to try out the WIP, let me know what you think of that. The Linux port is pretty much 100% busted at this point. I have to port all of the SDL / X input drivers over to the new system. Ah, and if anyone's bored and has a five button mouse, try mapping top thumb to left, bottom thumb to right, left click to B, right click to Y, and middle click to start; and then play Super Mario All Stars - Mario 1. 100% control via mouse alone = good times :D I made it to 4-2 on my first life. > The speed at which the mouse moves is so slow The scale is based on my gaming optical mouse (it was the only 5-button mouse I could find without a tilt wheel; fuck those things), so the DPI scaling I use is pretty high. I'm having trouble getting it to move at the speed of your regular mouse universally, because I don't know what the speed of the mouse is to interpret the mouse movement results. [No archive available] |
|
byuu | ae67f268a8 |
Update to bsnes v036r07? release.
New WIP. This adds all the aforementioned fixes. I got the speed hit to ~1% with no light gun, and ~7% with. All three light gun modes allow you to go offscreen by 16 pixels in either direction, and Super Scope's offscreen flag is now supported. Mouse still needs the speed bits supported. I also modified the cursor just a bit by adding dots to each side of the circle. Makes it look a lot better. Not sure if I should add a shadow around the cursor or not. It really helps on red screens, but it seems kind of obtrusive to the view everywhere else. Oh, and the cursor works as expected in hires and/or interlace modes now. Also, x_axis, y_axis, button_NN is now mouse.x_axis, mouse.y_axis, mouse.buttonNN. joypadNN.button_NN and joypadNN.axis_NN are now joypadNN.buttonNN and joypadNN.axisNN. So be sure to update the config file again. Hopefully for the last time. I have not added the new input changes just yet, so the mouse button 0 still auto-assigns in the GUI. Use the spacebar or enter to bring up the assignment window for now. That also means that joypad analog axes won't work well for mouse simulation still. Other than what I mentioned above, please let me know if you spot any bugs this time around. Especially regarding the shots not going where you expect them to. I didn't test Yoshi's Safari myself, but it should be fine now. [No archive available] |
|
byuu | b2331ddb85 |
Update to bsnes v036r06? release.
New WIP. About 12 hours of non-stop programming ... I've added full mouse support to nall::input, hiro and ruby::DirectInput. With that, I added some really hacked-together support for the mouse, super scope and justifiers. Yes, all there -- now _please_ stop bugging me about this already. Caveats: - Mouse support doesn't honor the speed setting. - Super Scope doesn't currently let you go offscreen, which I should allow by at least a few pixels to allow the offscreen flag to be set for any games that might need it. - Dual Justifier mode is fucked. I don't understand where PIO is supposed to be raised, and I used a hack to get the "shoot offscreen to reload" thing to work for the single Justifier mode for now. The dual one tends to desync when you go offscreen and stuff, not very pleasant. - I'm not going to support SS / Justifiers in port 1. Since they can't latch counters anyway, and no games make use of them, I don't see much point in cluttering the menu more and confusing new people. Both multitap and mouse have games that can use port 1, so they stay. - There's no input config panel to map buttons. You have to edit the config file directly. - The mouse delta absolutely sucks. It's just a simple div 5, so moving the mouse really slowly won't even register, and moving it fast has only a linear curve. This one's going to be a real pain in the ass to get right on everyone's system, as the ranges DirectInput gives for mice tends to vary based on resolution, software and hardware mouse speed settings. - Joystick delta range is -32768 to +32767, so div 5 means it'll be pretty much unplayable with the joystick. - Input capture window binds mouse clicks now. This needs to be expanded quite a lot to support selective axis and mouse assignment. - The software-rendered cursor doesn't work right in hires / interlace modes. - To get the PIO latching behavior 100% correct without a dead spot during DRAM refresh, I'd have to test the cursor coordinates every single clock cycle. That would be way too damn slow, so I used a huge hack instead. I just test once per scanline and fake the latch counters to the cursor position. This is really shitty, and some timing-sensitive code that was looking for this could easily detect the emulator because of this, but it's either a ~10-20% speed hit, or no speed hit at all and hacky SS / Justifier support. Since it seems to work with all the games anyway, I'll go with the latter for now. - No Linux support for any of this stuff yet, sorry. If you want to try it, the config file keysyms are: "x_axis" - mouse x axis "y_axis" - ... "button_00" - "button_07" - mouse buttons; hope you have the side buttons on your mouse for the Super Scope, otherwise have fun using a keyboard + mouse at the same time. "joypad00.axis_00" - "joypad00.axis_03" - joypad axes (only 0,1 work with DirectInput; 0-3 for SDL.) Yes, I'll rename the mouse ones to "mouse.foo" in the future. Aside from all that, not really looking for bug reports at the moment. Way too preliminary for that. Oh, and you have to click inside the video output to acquire the mouse. You'll know as the mouse cursor goes away. You can release the mouse by pressing escape on the keyboard. If the mouse is acquired, escape overrides any GUI key assignment to that button. You can also toggle fullscreen mode and the mouse will stay acquired. You can't acquire the mouse unless you have a mouse/SS/justifier attached to a controller port, and a game loaded. [No archive available] |
|
byuu | 2a2f50a8bc |
Update to bsnes v036r05? release.
New WIP. I was really hesitant to even do this much, but ... biggest feature: Image Lots of caveats here. The biggest one being that it isn't controlled via the mouse, as I don't have any mouse driver code written; and I really have no idea how to bind the mouse to the bsnes window region, nor do I really want to do that. I also can't map it to standard on/off keys, as there's no delta response to them. It would be uncontrollable like that. Instead, I've mapped it to the analog axis sticks on gamepads. The further you press the gamepad axis stick, the faster the mouse moves in said direction. Mouse left+right can be mapped to keyboard or gamepad buttons. I know, I know, not everyone has analog gamepads. Sorry, this is the best I can do for now. Does it work well? Honestly ... not so much. I can clear the first stage of the fly swatter game in Mario Paint, but that's about it. The only real advantage is you don't need ManyMouse to emulate two mice at the same time. It also works pretty good in the text games, like Tokimeki Memorial. Also, the documentation out there for the mouse absolutely _sucks_. I have no idea how the speed bits are supposed to work, so they aren't emulated at all. Thus, the mouse speed settings in games do nothing. It also fails the SNES mouse electronics test. But it is usable. Anyway, how to use it ... run the new WIP, then edit the config file. You have to manually set it up as there's no GUI for configuring it yet. Look for "input.mouse(1, 2).(x, y, l, r)". Here, you want to set x, y to axes, eg "joypad00.axis_00", and l, r to buttons, eg "joypad00.button_00". This only maps four axes for now, so limit the axis range from 0-3. Buttons can be 0-15. **Please do not bug me to improve this!** This was just a functional demonstration. It's going to be many months before proper mouse support is added, it may never even be added, who knows ... I have a _ton_ of complicated problems that must be overcome before I can get real mouse support in there. If you want to actually help with the programming side of things, then we can certainly talk about that. Also, **please do not bug me to add the Super Scope / Justifier next!** I can't even do it with the gamepad trick, because these two are supposed to trip interrupts at exact points, which is really difficult for me to do at this time. The SS would also require a software cursor to be drawn on-screen, another technical challenge. [No archive available] |
|
byuu | 30b19613d5 |
Update to bsnes v036r04? release.
New WIP. Quite a bit of neat stuff this time. First, BS-X and ST BIOS detection is in. Attempting to load them will bring up the multi-cart loader window with the BIOS fields filled in. So now it doesn't matter what image the user tries to load, it'll just work. Next, added the expansion menu per FitzRoy. You can choose between "None" and "Satellaview BS-X". I also added a new menu there, for region selection. There's "Auto-detect" (base off the cart type), "NTSC" and "PAL". Admittedly not very useful, but I figure since we aren't automatically selecting the expansion unit, we should make it possible to manually specify the SNES type. Looks like some games work in either region, eg the SNES Test Program - Electronics Test. That kind of surprised me. I was thinking it might be best to hide expansion port + region when advanced mode is disabled, since it's something I imagine 99% of users will never need to touch. Also, it's set up so that you can only change the settings when the power is off, or no cart is loaded. This is very much intentional! It's impossible to change the SNES console without a mod-switch while it's on, and it'd be really stupid to try hot-swapping the BS-X base unit while it's running. You can still expand the menu to see what is currently selected, unlike power. I figured there wasn't much point in seeing the power-on state with no cart loaded. It's obviously off in that case. Speaking of which, updated hiro to support MenuGroup::disable() properly on Windows. Fixed the minor cosmetic Y start offset on the drivers panel. And I cleaned up the cart loading a bit more. Still need to do a bit more work on that, but it's looking pretty good so far. [No archive available] |
|
byuu | 98fc865130 |
Update to bsnes v036r03? release.
New WIP. This one adds BS-X flash cart detection (please let me know if you get any false-positives or false-negatives), the redesigned System menu suggested by FitzRoy sans it still saying "Load Cartridge ..." (still open to suggestions at this point, of course), Power on/off in place of power cycle, henke37's fix for hiding the "Read Only" checkbox on WinXP file dialog boxes, and henke37's suggestion to add ellipses to form buttons that open new windows. Thanks to everyone for their help with this. Please note that Windows isn't disabling the "Power >" group as it should. I'll work on that tomorrow, got tired of screwing with it. It's ignoring MF_GRAYED and MF_DISABLED on group items for some reason. It works fine on Linux, and nothing bad will happen if you swap power states with no cart inserted. I won't release a new version until it's fixed properly, or until I find out I can't fix it properly (hopefully the former), of course. I'm also open to suggestions for improving the layout of the advanced mode audio panel. Note that it needs to be text boxes to enter values. Spinboxes aren't going to work there. [No archive available] |
|
byuu | f6a04682f5 |
Update to bsnes v036r02? release.
Finally got belegdol's Polish locale up. Thank you again for that! New WIP. The main thing is that all of the "Load N Cartridge ..." options have been merged into one. Here's how it works: - Load a normal cart, and the game starts right away. - Load a BS-X slotted cart, and you get a window with the slotted cart set to base, and the slot section empty. You can use Same Game + SG- FEoEZ or whatever to test. - Load a Sufami Turbo cart, and you get a window with the BIOS set to whatever was used last (blank for the first time), the ST cart assigned to slot A, and slot B blank. The ST won't actually play any games with a cart only in slot B ... but it does display a unique error message if you try. You can always clear slot A and then assign again to slot B if you want. Another benefit is this works with command-line loading, too. Before, it was impossible to load BS-X / ST games from the console / bsnes executable association. There is a bit of a lag in startup, as always, so that's a bit noticeable. Right now, I'm missing the algorithm for BS-X flash cart detection ... Nach, I don't suppose you'd mind posting that for me, please? Further, in the future I'd like to also detect the BS-X and ST BIOS files, and assign those and show windows with all slots empty. FitzRoy, if you want to mess around with the System menu layout again, that's cool. Just keep in mind that "Power Cycle" is still there in advanced mode. It looks tacky with load+unload+reset+powercycle with no separator. Unload cart does appear to have limited use, so if necessary, we can consider removing that, I suppose :/ [No archive available] |
|
byuu | 87b91f0ace |
Update to bsnes v036r01? release.
Posted a new WIP. The biggest change was that I rewrote nearly all of the cheat code system, so heavy testing on that would be appreciated. Someone was mentioning over at Snes9X that it was limited to 300 cheats or something, so someone bumped it to 3,000. Not to be outdone (v036 is limited to 1,024), I vectorized the cheat table, meaning you can have infinite cheats now (limited only to available memory.) Actually cleans up the code quite a bit, too. Removed all the ugly strlcpy() stuff, the limitations on description text length, etc. Looks like I had a bug with deleting codes, too. I wasn't copying the actual cheat codes. That would corrupt the descriptions on every code after the one you deleted, I think. Strange nobody caught that. I also cleaned up the OBC-1 code, and added a "Fullscreen" checkbox after "Correct Aspect Ratio". Sorry for the delay with that, FitzRoy. Hopefully the checkbox is good enough for now, as I can't change the text to "Switch to ..." just yet. [No archive available] |
|
byuu | 0114e10ede |
Update to bsnes v036 release.
This release fixes a somewhat serious bug introduced in v035, and also vastly improves Windows support for non-ANSI filenames. The bug was triggered when HDMA would occur during DMA. If the DMA were long enough, subsequent HDMA transfers would be blocked. This caused graphical glitches in Star Ocean, Super Mario Kart, and possible more games. If you noticed any regressions from v034 to v035, this was almost certainly the cause. Once again, we're operating under the assumption that there are no known bugs currently, so please let us know here if you find any. I've also rewritten the file handling for the emulator. On Windows, attempting to load a file with non-ANSI characters (eg Russian, Japanese, etc) would cause these characters to be removed. This meant that no version of bsnes thus far could load these files. This problem was exacerbated when I ported the user interface to Unicode (UTF-16), this caused even config and locale file loading to crash the emulator. The root of the problem is that Windows only accepts non-ANSI strings in UTF-16 format, whereas bsnes' UI wrapper converts strings to UTF-8 interally. When passing these file names to the standard file functions (fopen(), std::ifstream, etc), file loading would fail. To fix this, I replaced all file access functions with a new version that would convert the UTF-8 filenames back to UTF-16, and use appropriate access functions (_wfopen(), _wmkdir(), etc.) ... but there is still one limitation to this: ZIP and GZ support use zlib, and JMA support uses libjma. Neither of these libraries convert UTF-8 strings to UTF-16 before attempting to open files. Due to licensing issues, as well as technical issues, I am unable to correct this at this time. What this means is that loading ZIP, GZ and JMA files; on Windows only; and with Unicode characters in the file name only; will cause the image load to fail. Loading uncompressed images (SMC, SFC, etc) will work with or without Unicode on all platforms. I tried to be as thorough as possible with this fix: command-line arguments (via CommandLineToArvW + GetCommandLineW), user path (via SHGetFolderPathW), real path (via _wfullpath),folder creation (via _wmkdir) and file access/existence checks (via _wfopen) were updated in all cases. I also updated file loading for ROMs (SMC, SFC, etc), save RAM (SRM), real-time clock save (RTC), cheat files (CHT), UPS patches (UPS) and both configuration files (bsnes.cfg and locale.cfg.) Configuration file loading should work even if your username contains non-ANSI characters, and it should also detect config files put in the same folder as the bsnes executable, even if the path to the executable contains non-ANSI characters. Still, if you spot any bugs, aside from the ZIP/GZ/JMA loading issue, please let me know via e-mail at setsunakun0; at hotmail. Lastly, I'd like to apologize for the poor support for non-ANSI filenames in the past. Using an English version of Windows didn't expose the problems to me. I'll be more thorough in the future with this. |
|
byuu | 8c591ce44a |
Update to bsnes v035 release.
Changelog: - Added video synchronization support at long last [blargg, byuu]. - Added audio panel to control volume, latency, frequency and SNES input frequency settings. - Added driver panel to select APIs to use for video, audio and input. - Added crash handler for driver initialization. - Xv and SDL video drivers now work with compositing enabled on Linux/Xorg. - Improved ALSA audio driver for Linux. - Now using a fixed output frequency, along with a 4-tap hermite resampler. - Improved header detection; fixes Batman: Revenge of The Joker and a few fan translations. - Frameskip will now randomly choose a frame in each set to display; helps with animations. - Locales now support meta-data, which allows for unique translations of the same English input. |
|
byuu | e2cc164f70 |
Update to bsnes v034r06 release.
This will probably be the last public WIP, so get it now if you want it. http://byuu.cinnamonpirate.com/temp/bsnes_v034_wip06.zip I used the same "create a child window inside the output window" trick for Xv that I used for OpenGL, so Xv will now work even with a compositor enabled. I also added Video::Synchronize support to OpenGL for Windows. My card seems to force it on regardless of my driver settings, but maybe you'll have better luck. That driver had the same issue with allocating 16MB of memory instead of 4MB (that was due to copy and pasting of code), so that's fixed too. This version lowers the CPU<>SMP drifting by an order of magnitude. You shouldn't notice the speed hit. I can't really get any lower latency with that, though. I also restricted the latency range to 25 - 175, with the default being in the center, 100ms. Quite conservative, given the average we see is 70-80ms. But you won't notice the difference, and this way we ensure no popping even in exceptional circumstances by default. 25ms is doable without video sync and with OSS4+cooked mode, but I seriously doubt any Windows user will get lower without something crazy going on with the sound card drivers. Lastly, I've replaced the 2-tap linear resampler with a 4-tap hermite resampler. You won't be able to tell the difference, but it's quite pronounced if you use a waveform analyzer on much higher output frequencies: Linear: Image Hermite: Image Hermite is essentially better than cubic (for which cubic spline is an optimized version of), as it is better at not going too far away from the points, so you get a bit less clamping in the extreme cases. But the difference isn't audible to humans anyway. It's still clearly inferior to band-limited interpolation, as it will still have noticeable aliasing of things like square waves and such, but it's orders of magnitude less complex to implement. Keep in mind that nobody could tell the difference even with linear interpolation from the last few WIPs. ---------- Aside from that, I'm pretty much ready to release a new version. If anyone has any show stoppers, _now_ is the time to say something. Otherwise I'll probably post something tomorrow or Friday. |
|
byuu | d09e54149b |
Update to bsnes v034r05 release.
http://byuu.org/temp/bsnes_v034_wip05.zip OpenGL/Linux now destroys the window and colormap it creates, and it also avoids allocating 16MB of memory when only 4MB are actually needed. Forgot to remove the * sizeof(uint32_t) from the buffer allocation after changing it from malloc to new. I use 4MB because the internal buffer size is 1024x1024@32bpp. I make it larger than needed to support both present and future filter requirements (eg HQ4x would need 1024x960 minimum.) The X-Video driver will now look for XV_SYNC_TO_VBLANK and add the video synchronize option when it exists. Unfortunately, that doesn't stop the binary nvidia driver from ignoring the setting anyway, but it should be nice for those using the nv driver or somesuch, especially as it lacks OpenGL support. For whatever reason, I was able to get my latency in DirectSound down to 70ms. Not sure if it's related to these changes or not, but I won't complain. I also needed to set 32150hz / -50 for the input frequency adjustment. Probably just differences between the monitor timings on Windows and Linux. That said, let's get some averages. With the new WIP, be sure to reset all of your audio and driver settings. It may even default to no driver at all if you were using a custom one before. From there, please post the video driver, audio driver, latency and SNES input adjustment values that work best for you. > BTW, were you able to look into that status bar bug? Thanks for pointing that out. The status bar properly restored its state, but the menu bar did not. Rather than save the menubar state (I wanted to avoid that for people who accidentally hide the menubar and then close the app, and don't remember how to re-enable it), I just made it not save the status bar state at all. Apologies to those who hate the status bar, you'll have to turn it off more frequently now. Direct your pitchforks at FirebrandX :P [No archive available] |
|
byuu | 8e4f1be189 |
Update to bsnes v034r04 release.
14 hours of straight programming brings you this: http://byuu.cinnamonpirate.com/temp/bsnes_v034_wip04.zip Windows binary and source included, binary does not have ZIP+JMA support enabled, as it's a WIP release. Yes, vsync works both on Windows and Linux. In fact, it actually seems to work better on Linux, in that it requires lower audio latencies and has no troubles at full 5x scale on my 1920x1200 monitor. Overview of new features: Most importantly, I've added a new menu group to the settings menu group, "Synchronize", containing "Synchronize Video" and "Synchronize Audio" checkboxes. You can have neither, one or both checked. Up to you. That made the "Uncapped" speed setting redundant, so that was removed. Next, there's a new audio configuration panel with lots of new goodies. Volume lets you scale audio from 10% to 200%. Note that going over 100% will obviously cause aliasing. It's a much better idea to turn up your speakers first. But who knows, it could come in handy. On one machine with OSS4, I couldn't adjust volume in Audacious, and it always bothered me that it was so much louder than bsnes, so I saw no reason to cap the volume to 100% here. Latency lets you control the number of milliseconds between adding data to the sound buffer and it being played. Note that this is _not_ the absolute latency. Any sound servers and resamplers will obviously add to this. It increments in steps of 5ms, because I don't want people wasting their time trying to get it absolutely perfect. 5ms is a small enough increment that no human being will notice. I also have to re-create all the buffers and/or device itself when that changes, so I want to keep it from changing too frequently. Not that there's a memory / resource leak, but just in case. PC output frequency let's you control the master frequency for the sound card output. You can set this to 22050hz (not a good idea, loses precision, there as a last resort), 32000hz (for purists), 44100hz (for most cards), 48000hz (for higher end cards -- set as default because it's a nicer multiple of 32000 than 44100 is) and, yes, 96000hz. And I'm sure all the audiophiles will remark how much better it sounds, right? Believe it or not, there's actually some value to higher frequencies for the vsync. Higher rates lower the rounding errors with interpolation and such, so you can use lower SNES input rates. And speaking of which ... SNES input frequency is what the base SNES input is skewed to. The basic idea is that you want to get the value as low as possible without sound crackling. The lower it is, the less video frames duplicated, the less jerkiness of the video. The higher it is, the less likely an audio breakup is. Once again, Linux seems to come out on top here. Because of it's non- ring buffer approach to audio, both ALSA and OpenAL can insert blank samples in a way that DirectSound simply cannot. Whatever it does to BS underflows, it works really well, because you can barely even notice it. The default is a tad on the dangerous side. If anything, you may need to increase it. Get the right values for everything, and you can easily play games and never notice any video tearing or audio crackling whatsoever. Lastly, I removed the "Show Statusbar" option from the misc menu, per FitzRoy. Oh, also note that with Linux (both for OpenGL and Xv) and Win/OpenGL, you have to toggle the vsync enable in your video driver's control panel. Pain in the ass, that. Linux/SDL and Win/GDI do not vsync. No, I'm not even going to bother trying to add that to them. My settings: Hardware: nVidia 8800 GTS 320, Intel HDA audio, 24" LG @ 1920x1200x24bpp@60hz Windows: Direct3D, DirectSound, Latency = 120ms, PC freq = 48000hz, SNES freq = 32050hz; 4x scale always works, 5x scale misses vblank every few seconds Linux: OpenGL, ALSA, Latency = 60ms, PC freq = 48000hz, SNES freq = 32050hz; 4x and 5x scale always works I'd be interested in hearing what works best for you guys. I'm especially interested in how PAL works on a monitor running at 50hz. I don't have any that can handle that resolution, nor 100hz. I don't expect scrolling to look great at 100/120hz, as I have no special handling for it. > Even if it is wondows-only, you may want to add the option of using > a short sleep in the advanced options panel. No, I really can't :P I tried just to see what would happen, calling Sleep(1) a single time is enough to jump over the entire vblank period. In the worst case scenario, you get stuck in a loop, never hitting vblank, and the framerate drops to 1fps. Trust me, you don't want a sleep in there. Now, I know you're thinking, "why not let the video card do the sync for you?" -- well, one, some drivers still eat up all the CPU time in their loops, and two, by polling the vblank status repeatedly, I actually get better results with 5x scale in D3D on my system. And I don't have to destroy the video device to toggle the video sync enable. [No archive available] |
|
byuu | f529a84fd1 |
Update to bsnes v034r03v release.
For Windows / Direct3D / DirectSound _only_. http://byuu.cinnamonpirate.com/temp/bsnes_v034_wip03v.zip Leave it at 100% speed, play NTSC games, leave frameskip off. I don't care if any of that is broken or not right now. There are two special variables this time: system.vsync_magic and system.latency_magic. The former is the skew for the resampler, you create that many samples per 32000 samples of output. The latter is the latency in samples. It will tell you how much total latency you'll end up getting when you start the emulator. Note that the system requirements are much greater with the CPU<>SMP desync trick disabled. It's something like 10-20% slower. So leave off the filters, please. If vsync_magic is too low / high, it will tell you on the terminal by printing an underflow warning. If latency_magic is too low, you'll hear crackling. The bad news: no matter what values I plug in, I still get crackling. I can get it to be pretty rare, but I'm completely unable to get smooth audio. Maybe you'll have better luck, who knows. For me at least, the vsync_magic value that sounds best keeps varying every few minutes between 32100 and 32250. The latency is through the fucking roof. I've got it over 120ms and it's still not enough to prevent occasional audio crackling. It's already much too high to be practical for a release. Note that without vsync, it only needed to be 60ms, and that was a conservative number. We could get it down to 20-40ms with the right hardware. [No archive available] |
|
byuu | 567d415290 |
Update to bsnes v034r03 release.
New WIP, with _major_ changes to internal header detection. This should get everything working, if we're lucky. It does get Batman: RotJ working for the first time, as well as all the fan translations. I'm releasing it publicly, as I need all the help I can get with this one. Windows binary with ZIP+JMA support included along with source for the penguins. byuu.org/temp/bsnes_v034_wip03.zip Do note that I left the console enabled in the binary. It's not a release-grade version, anyway. But the main reason was to print the scoring information. If any games fail, I'd like that information posted. Might be good to note really close passes, as well, so we can keep an eye on them for future changes. Right now, I'm only aware of SFA2 that gets really really close. Basically, it prints the address it tests for a header at, the score it ended up getting, and the reset vector's first opcode. If the values are equal, it defaults to LoROM, then HiROM, then ExHiROM. If the reset vector is invalid, or the ROM is too small to contain a header at a certain offset, you won't see any output for that line! That means a lot of times, you'll only see one line output, and sometimes you'll see two or three. No worries, just assume missing means total fail. It only prints output for "possible" header locations. If you do test, you don't have to play in-game or anything. The second you see any visible output whatsoever, that's good enough. Many thanks to everyone who tests in advance :D ---------- Hunter and tukuyomi, thank you for the kind words and localizations :) I really hate that table on the download page, and I need to go through and get names out of all of the locales, but I'd like to get an "Author:" field in that table on the download page. Sorry it's not there just yet. ---------- Fes, thanks for the feedback. > Apparently it has a limit of 65535 bytes for string literals. I don't have a workaround for that. For whatever reason, ISO didn't add an "incbin"-style command, and I need a platform-agnostic way of encoding binary data. Not for v035, but maybe a while after that, I'll use a more advanced compressor to get the controller below 64kb of string data. Maybe I can rig my order-0 arithmetic coder onto the end of LZSS for a quick and dirty size cut. The reason I don't use 0xnn, 0xnn, is because that takes 5 bytes of source to encode one byte of input, whereas base-64 strings only take ~1.25 bytes. I didn't want those files to slow down compilation much. > # Next, in dictionary.hpp, the first for loop uses 'i' as its > counter, then declares 'i' again inside the loop body for additional > work. Oops, sorry. Didn't get a warning on GCC, so I overlooked it. This is now fixed. > # Cartridge::get_base_filename and Cartridge::apply_patch both claim > to return a value, but don't seem to do so. First should return the filename, it's just a convenience thing to allow chaining commands. The second should return result of patching. I've fixed both now, thanks. > # spc_dsp.h, nal/file.hpp, and ups.hpp all attempted to include > stdint.h, which isn't part of vc++. Are those files perhaps meant to > include nall/stdint.h instead of the standard one? Microsoft really pisses me off by intentionally ignoring stdint.h. nall/stdint.hpp was meant as a workaround, so that I didn't have to special case Visual C++. The idea was to not require you to get one of those third-party add-ons. So yes, two of those were a mistake on my part, I used stdint.h on them before I created my own stdint wrapper. I've corrected both. As for spc_dsp.h, that shouldn't be compiled. That is for blargg's reference, unmodified S-DSP emulator. The ones modified to work in bsnes do not require it. And in fact, only src/dsp/sdsp will compile at the moment due to memory map changes. > # pEditbox::get_text seems to declare a dynamically sized stack > array, which CL balked at. Hahah, yeah, that would be C99 syntax. Very nice, that. Looks like I was allocating length*2 wchars, too. I don't know why I was doing that ... I don't think Microsoft's system even supports the extended Unicode symbols that need more than 16-bits, and even if so, they aren't likely to appear in the emulator. Dropped that back to length+1, and made it use new[]/delete[], instead. That's one horribly inefficient routine by the way, but whatever, it works for now. The rest I can't do much about, sorry. Hopefully it'll make it easier for you to compile in the future. Sorry for letting the port slip, I just don't have the patience to load VS2k5 again. Software takes like three hours to install >_< and creates slower code than GCC4 anyway. If they'd fix their damn PGO support, I'd be all over it again, though. |
|
byuu | 435a194ccd |
Update to bsnes v034r02 release.
New WIP. First, the internal ROM header detected was enhanced. Nach was right, so I went ahead and did it the right way ... it'll score all three regions individually now, and then use some heuristics for those annoying games that duplicate the header entirely in multiple places. The hardest games to detect, that I recall, are Double Dragon and Street Fighter Alpha 2, which seem okay. In fact, all ~50 of the games I have seem to be working fine. Please let me know if any games fail to start as of this WIP. Second, finished updating all of src/memory to convert uint -> unsigned. Yeah, I like the former more, but the latter is a built-in type. Did the same to hiro, and converted Event to event_t, looks nicer in code. Part of namespace libhiro, so no worries about other things named event_t. Third, added the frameskip cycling code. It just randomly chooses which of the set of frames to display (random() % (frameskip + 1)). Seems to work as expected, you can see Link blink when hit even with FS=1, but obviously it stutters a bit more. Fourth, I finally added RedDwarf and Nach's latest ALSA code. ALSA will now with at 75% speed and with speed uncapped. It has the same overhead as OpenAL. So, unfortunately, due to OpenAL's issues with completely destroying echo / reverb for some reason, I'm going to have to recommend Linux users set system.audio to "alsa" from now on :/ FreeBSD users should rely on "libao". I'd like to release an update this weekend to address the ToP issue, as well as a missing string in the translate[] hooks and to distribute the new ALSA updates. I'm worried about the header detection changes breaking some other games, though. So if you guys wouldn't mind throwing a bunch of random games at it, I'd appreciate it. It _should_ be fine, though. In theory, the LoROM / HiROM detection is identical to the last release still, but I did restructure it, so you never know ... Oh, and I updated the website with new locales from Hatsuyuki, Itol, khiav and wushu. Thanks, guys! [No archive available] |
|
byuu | df9de289b9 |
Update to bsnes v034r01 release.
New WIP (yes, already.) Nothing that affects emulation, just a bunch of core changes I didn't want to make last-minute before the release. All of the APURAM / VRAM / OAM / CGRAM memory blocks have been moved to the Memory class, and I've added operator[] bindings and such so that I don't have to add .read(), .write() around everything. Required several dozen individual changes, and I was afraid of introducing a new bug. Everything looks good so far, anyway. I also missed the translate[] call around "Paused", so it's not possible to localize that in the new version. Oops. > edit and thanks to Jonas Quinn for the $4810 register/Super Power > League 4 fix. Definitely, I wasn't going to release a new version this week because of that bug. Speaking of which, I just tried SPL4 on the Windows port. Holy hell, that completely changed my opinion of OpenAL. Seriously, those on Linux ... compare that game with OpenAL and ALSA. With DirectSound / ALSA, the game actually has echo / reverb. It's _completely_ missing with OpenAL. The woman announcer sounds like she's speaking over a megaphone, but OpenAL makes her sound like she's two feet away from you. Wild stuff. And SDL video is going crazy on me now, it seems to be setting each pixel's alpha value to some sort of inverse of chroma. Eg you can see the background through the emulator window, and it's completely transparent on full white / black screens. Really trippy looking. Definitely be sure to set system.video to "glx" or "xv" if you use the Linux port. [No archive available] |
|
byuu | dd83559786 |
Update to bsnes v034 release.
For this release: SPC7110 emulation speed has been greatly optimized, massive improvements to HDMA timing have been implemented, Multitap support was added, and the user interface was polished a bit more. Changelog: - SPC7110 decompression code updated to latest version by neviksti and converted to a state machine; SPC7110 overhead is now identical to S-DD1 overhead (eg ~5% speed hit over standard games) - Fixed a major bug in SPC7110 data port emulation that was crashing Super Power League 4 [Jonas Quinn] - HDMA trigger point corrected to H=1104, bus sync timing corrected - All illegal DMA A-bus accesses should now be properly blocked - DMA state machine rewritten, greatly simplified - Major corrections to HDMA run timing; fixes flickering bugs in Mecarobot Golf and Super Mario Kart - Emulator now defaults to 2/1/3 SNES (CPU/PPU1/PPU2 revision numbers) - Multitap emulation added, can be attached to either or both controller ports; user interface updated to reflect this - Status messages (cartridge loaded / unloaded, UPS patch applied, etc) now appear in status bar - Added advanced configuration option, "input.analog_axis_resistance", to control gamepad analog stick sensitivity Also, the SPC7110 emulator download link below was removed: if you are looking for this, please download the bsnes v034 source code, which has the most up-to-date version in the src/chip/spc7110 folder. |
|
byuu | 100ef3a271 |
Update to bsnes v033r09? release.
New WIP, probably not worth downloading. For the sake of completeness, I finished optimizing the SPC7110 code. I've converted the pixel buffer rotation from swaps to moves, which should double the speed of the slowest part. I've also added reverse morton lookup tables (2x8-bit and 4x-8-bit deinterleaving), which are 8-10x faster than doing it using pure bit logic, I removed the redundant comparisons from the pixel context lookup (though a compiler would've done the same anyway), and lastly I've cut the mode2 context table in half, since the refcon add bit was only set on context 1 anyway. I could've replaced the other half with 5-6 if/else statements, but I didn't see much of a point in that since it'd only make the code harder to understand. That results in a 1-2fps speedup, at best. Really, the code is simply not a bottleneck. It's pointless to optimize anymore, as any changes from this point on will just make it harder to understand what's happening. I only added the morton tables because it does seem to aid readability. Also added translate[] wraps around all the new status messages, and moved the two checkbox options on the paths window to the advanced options list. No sense cluttering up the UI with near-useless settings. > It's hard going back to "Are you sure you'd like to exit?", no > multiplier eyeball stretching, etc. Heh, yeah. I never understood the floating point multiplier setups in some emulators. I guess it's useful if you want your video output size to be π x _e_. I thought about the "Are you sure?" thing, it'd be nice if you accidentally close the emulator, so you don't lose your save. But I quickly realized that despite using emulators for ten years, I've never _once_ actually done that. The only point where it might be appropriate is if I add mouse / SS support, since you may want to have the cursor near the top right of the window with the menubar off in windowed mode (though you're just asking for trouble at that point, honestly.) To be fair though, you helped design at least half the bsnes GUI, so obviously you should like it :P > I should offer a bounty at this point to anyone who can find another > bug that isn't PPU based. Super Power League 4 seems to die after an inning or two with a S-SMP crash. I still need to try screwing with the CPU/SMP scalars and try substituting with anomie's DSP core to see if it still dies. If neither of those affect it, it could very well be due to a timing issue with not emulating the delays of the SPC7110 chip or something. If someone wants to rule out the DSP core, they could try playing a SPC dump from the game in one of the plugins that use blargg's core. I doubt it's that, personally. The usual rules about special chips apply, but you can list it as a bug if you like. I probably will with a note. Maybe I can figure it out before release. Probably not, but who knows. Sigh, it's always the god damn baseball and golf games, isn't it? I'd probably half-ass the game too, if it were my job to work on one. > Two minor things that have probably been forgotten in all this > excitement that could make the next release: libui is still not > changed to "hiro" in the license, both online and text based. And > mudlord wanted to be added to the contributors for his OpenGL stuff. Ah, thanks. Updated the license file. Decided against listing all the libraries there for now, as they're getting quite numerous. As for credits, mudlord is already listed in the source file, and the contributors list is for people who have submitted code to the core of the emulator. It's not a good system, I admit. That obviously excludes you and tetsuo55, despite the fact that your testing has been one of the most helpful things I've received. It's not that I mind listing people, but I don't want that window to become cluttered with 100+ names of everyone up to and including people pointing out spelling mistakes in WIPs. That would make the window really onerous to look at. I really don't want to come off as rude here, I'm really truly grateful to everyone who has helped out even a little, and I'm happy to thank them all in some perpetual fashion (eg website thank yous tend to disappear as the news falls off the page.) That's the second time someone's brought that list up. I was afraid that adding such a list would just end up causing problems. Maybe I should just remove the contributors list on the about screen, and put everyone in the readme.txt file, so that everyone who ever contributed anything is listed? [No archive available] |
|
byuu | bccc5b5a12 |
Update to bsnes v033r08? release.
I wish I could post the new WIP, I really need it tested. But it looks like vstech.net (cinnamonpirate.com's host) got sucked into a black hole, literally. You can't even nslookup it. So ... sorry. What I did today was: - remove an unnecessary ternary condition in HDMA CPUsync (no visible effect on emulation or speed.) - move controller ports from settings to system. - rewrite SPC7110 decompression engine from scratch. The last one obviously the most important. I took neviksti's most recent decompressor code, made the essential variables static, added a bool init parameter you can use to start a new decompression sequence, and built up a dual-indexed (read+write cursor) ring buffer to stream byte sequences. I set the buffer to >= 32 bytes at a time. I also simplified a few parts, like the swap sequence for pixel ordering; and I took out the end of each function that computes length, since that's no longer needed (nor is bot.) The result is you can stream an infinite number of bytes safely from decompression, and nothing will ever go out of bounds of the data ROM. Speed results on Core 2 Duo E6600 @ stock 2.4GHz: FEoEZ cart riding sequence - 91fps (was 40fps) MDH title screen - 111fps (was 29fps) SPL4 title screen with players running across screen - 118fps (was 35fps) For comparison, Star Ocean in-game gets ~95fps. I didn't think we would need that many optimizations to get SPC7110 support running at full speed (how complex could a low-cost IC from 1995 be?), good to see I was right. As soon as vstech comes back (hopefully tomorrow), I'll post the PD / BSDL source, and get it sent over to GIGO. Hopefully he can add it to SNESGT. Speaking of which ... neviksti: In your updated DecompMode0.c file, you declare NUM_CONTEXTS as 15, but it should be 30. I'm guessing it runs fine in isolation (memory initializes to zero and all that), but when mode 2 ran and set contexts up to 32; only clearing 15 was resulting in corrupted graphics all over. No big deal, just mentioning it. > I don't really understand your (or byuu's) point. If the game does > indeed works on 99.9% of units...on what do you base yourself to say > their programming suck or that the game is "broken"? I mean, it > works, it works right? This is the problem I have with the black-and-white "bug" label ... it implies a game is broken to a casual observer, or there is at least noticeable corruption on at least one screen. In truth, bsnes has a few visible bugs. Street Racer will flicker one frame on the title screen, but only one time, and only once every ~4-8 runs. Adventures of Dr Franken and Winter Olympics show one black scanline because the games update OBSEL at very unusual points mid- frame. And there are countless "anti-bugs", eg Battle Blaze on the fighter select screen is supposed to show some garble up at the top due to mid-scanline PPU writes. Because bsnes renders an entire scanline at once, you don't see this. Lots and lots of games will have 1-16 pixels on one scanline at the left (usually not even visible on TVs) that flicker due to writing PPU regs past the end of hblank. BoF2 German detects emulators by reading the division register early. Since no emulator supports that, you don't see the anti-piracy splash screen. All of those could be considered bugs to varying degrees. I suppose what would be nice is a bug severity ranking system. "Severe" if it's game ruining, "Moderate" if it's more than one scanline / frame that glitches graphics or something, and "Minor" for the stuff 95% of people probably won't even notice. Or something like that. My point is that it doesn't make a lot of sense to work on the minor stuff. Most of that will probably go away with a cycle-based PPU anyway, and the rest will probably continually appear and disappear with infinitesimal timing changes. [No archive available] |
|
byuu | acee547da9 |
Update to bsnes v033r07? release.
And another one. I've re-written the DMA state machine. I decided to keep it in one FSM instead of two separate ones, because they honestly share so much. But I rewrote it to be a lot cleaner, and to handle some really exceptional edge cases. Due to the design, I was even able to make the HDMA during DMA edge case "transparent", eg the same codepath is used for normal HDMA and for HDMA during DMA :D New WIP passes the last four tests in test_hdmatiming.smc. The ROM posted doesn't validate the last four yet, so you have to compare the SRAM file to the source logged values if you care to. That should be everything with DMA and HDMA timing now, thankfully. Really happy with that codepath for the very first time. Such an improvement from the "don't even worry about HDMA syncing" code I had a few versions ago. I also reduced the DRAM refresh rotation from 7-lines of code testing against the NTSC color burst case to 1-line, using the DMA counter (dram_refresh_pos = 530 + 8 - dma_counter()) Lastly, I added a flush command to the status bar. Any important messages will now flush all buffered ones to display the new one. Eg load 10 games back-to-back and it'll say the name of the new game immediately, instead of scrolling through the other 9. It will still buffer lesser important ones, like unsupported chip and UPS patch applied messages. I also removed config / locale path display, because it annoyed me. Nearing a release. I want to state machine neviksti's SPC7110 decompression code, and I should be ready on my end. FitzRoy, I'll give you the final word. If you want controller port selection moved to "System", I'll do so. Any show stoppers should be mentioned now. I can't fix the "crash with Unicode characters in the executable path" issue just yet, so that'll have to wait. [No archive available] |
|
byuu | b1b146fd7d |
Update to bsnes v033r06? release.
New WIP. Adds some more HDMA timing improvements, DMA bus hold simulation, and hopefully proper detection for ST011, which should mean that every unsupported game will now notify you of that fact. Also, I finally got around to writing that status bar message queue system I mentioned a long time ago. Should make Deathlike happy. It'll tell you whenever any UI event occurs (load, unload, reset, power cycle, UPS patch applied, unsupported chip detected, config file / locale file load, etc.) Obviously if you turn off the status bar, you won't see them. Not a problem for me personally: if you want to see status messages, leave it on. With that, I removed the annoyingly bland message window, and muted the terminal message printing, putting it all inside the statusbar instead. I also got rid of some now-unused config variables, misc.status_text (it was kind of overkill to let that be customizable) and cpu.hdma_enable (it's always enabled now.) Opinions on the new status bar system welcome. I've also set the SNES to report itself as 2/1/3, rather than 1/1/1. Since I don't emulate things like the HDMA conflict crash, I figured I may as well set it to the CPU revision that doesn't have it. > Probably the best it's ever been, but Street Racer's track does > still flicker on "Head to Head" mode. With the above changes, I was able to eliminate the flicker in-game in all modes, as well as get rid of it ~80+% of the time on the title screen. Only once every ~5 restarts will you see it for _maybe_ one frame. That's really the best I can do, I'm afraid. It's so subtle I doubt anyone will even notice it now. Like Winter Olympics and Adventures of Dr Franken, I'm not going to consider it an active bug (yes, how convenient), but I'll watch the game closely with future timing changes. Hopefully it'll go away entirely with more refinements in the future. [No archive available] |
|
byuu | 53e913e225 |
Update to bsnes v033r05? release.
New WIP. After some more hardware testing, it seems my theory from before was correct. See the HDMA thread for more info if you care. With those changes plus a few others, I'm now able to get everything in my "known troublesome" games list to work properly and with no flickering: - Breath of Fire 2 (G) - Earthworm Jim 2 (U+E) - Energy Breaker - Jumbo Osaki no Hole in One - Mecarobot Golf - Secret of Mana - Street Racer - Super Mario Kart I still can't get Street Racer to flicker, maybe you guys can? Hopefully not, such a hard-to-trigger bug will be even harder to debug. Image (ignore the framerate, from a pause/resume screen capture.) And fucking _hell_ that game is hard. Note that to get BoF2 (G) to work, I had to modify S-SMP cycle timing from 32040hz*768 to 32041hz*768. It seems the game is very sensitive to S-CPU <> S-SMP timing, and the improved HDMA timing was just unlucky enough to just _barely_ miss the handshake. This was further compounded by there being no input before the point in question to vary timing. It's not really a problem with the game itself -- d4s really pushed the limits of these two chips to pull off that impressive intro. It was more that I was hitting an extremely tiny window of time that caused a deadlock. This timing change only affects S-CPU <> S-SMP communications (eg handshakes and such), and not timing inside each individual processor. Recall that both processors in both regions (NTSC and PAL) have slightly different timings, and the exact timings vary even on real hardware, as the crystal clocks used are not perfect. The NTSC S-SMP has been observed at ~32040hz on an oscilloscope by the guy at alpha-ii.com, which is faster than the stock speed of ~32000hz. But we still use stock speeds for the S-CPU because that's all we have. Changing the S-CPU speed a bit would've fixed this as well. So yeah, the fix is a bit of a kludge, but it's the best I can do when the problem is in communication between the two chips. Keep in mind that the S-SMP clock rates are cached in the config file. You'll either need to delete it, or reset the values to the default in the advanced panel. Otherwise the game will hang on first run. Also, I tightened DMA transfer restrictions even more. A-bus accesses to $4200-421f and $4016-4017 are now blocked. And I also block these during HDMA line counter / indirect address fetches (as observed on hardware.) Further, I was previously allowing invalid B->A transfers to still write the the MMIO reg specified in A, but ignoring the B-bus read. This seemed wrong: not being able to access the reg should mean not being able to access it period, so I swapped that around. Shouldn't affect any known games, but mentioning it just in case. > Perfect timing matching isn't needed, the games are broken if they > can't take a normal sized delay for this. Mortal Kombat II breaks if you're exactly 6 cycles off from expected timing (but works if you're more than six cycles off.) Jumbo Osaki was failing by 20 cycles. Wild Guns fails if off by two cycles. A couple other games were the same. There are roughly _21 million cycles_ in a second. Death Brade and some European racing game break if _uninitialized RAM_ doesn't return the values they like. Uniracers is quite simply _beyond_ broken. I wish I could get away with just saying the games themselves were broken (and they are), but when it runs at least 99% of the time on hardware, you can't use that as an excuse. Everyone will still call it an emulation bug :( > Err, not really. Fixed delay for all operations is as dumb as no > delay for all operations. I typically like the idea of emulating as much as we can ("building blocks" and such), if that means guessing approximate delays, so much the better. But for the DSP-1, adding any delays is even worse in my opinion. Why? First, the delay lengths will no doubt vary depending upon how complex the transfer is. Second, emulating the delays would force us to implement the DSP-1 as the dedicated processor that it is: thusly, its overhead would soar from barely noticeable to nearly as intense as SuperFX / SA-1 emulation. Third, it may be possible to read partially computed results before the operations finish. We can't even figure out the partial computations of mere _unsigned multiplication and division_ in the S-CPU core, so how the hell would we ever plan to figure out attitude / altitude calculations? The only feasible way we're going to get this right is to dump the program ROM and then emulate the instruction set. Even decapping the DSP-1 has been no help for that, and even if by some miracle we got the ROM, we'd have to figure out the instruction set and timing with no documentation. And all of this to improve emulation of a couple of lackluster action games. Good luck finding someone willing to do all that for free, and just to end up getting ~90% of people bitching that suddenly DSP-1 emulation is as demanding as SFX emulation, yet provides no visible improvement over existing emulation. And it even requires another DSP1program.rom file that they didn't need before! Thus, it's really not worth the effort if our entire model of emulating the chip is busted in such a manner that we couldn't improve it more even if we wanted to anyway. [No archive available] |
|
byuu | 0cf16ce784 |
Update to bsnes v033r04? release.
Posted a new WIP which can pass the test_hdmasync ROM I posted in the other thread. Please note that it's currently throwing off Jumbo Osaki exactly 50% of the time. I'll look into it over the weekend. But the change I've made is correct, so if I can't fix these, the games stay broken :/ One of the most unfortunate parts of emulation: when a game works because two things are bad, but no longer when only one thing is bad. [No archive available] |
|
byuu | ce38d577ef |
Update to bsnes v033r03? release.
New WIP posted. It adds my new findings on HDMA, which I've posted here: http://board.zsnes.com/phpBB2/viewtopic.php?t=11804 This effectively fixes Mecarobot Golf once and for all. Interestingly enough, it also eliminates the track line flickering in Super Mario Kart. Image What a boring screenshot ... I've tested for regressions with Battle Blaze, Battletoads, Battletoads & DD, Breath of Fire 2 German, Circuit USA, Der Langrisser, Energy Breaker, Earthworm Jim 2 (USA and EUR), F1 Grand- Prix, FF: Mystic Quest, Mortal Kombat I & II, Jumbo Ozaki no Hole in One, Secret of Mana and Street Racer. Basically, all the usual HDMA suspects. Looks good to me. Let me know if you guys find any new regressions, though. [No archive available] |
|
byuu | 0a87b99370 |
Update to bsnes v033r02? release.
Alright, then. This was the new feature from the last WIP: Image Multitap support for Nach and tetsuo55 :) New WIP up as well. This one adds Pogo's request, there's a new config variable named input.analog_axis_resistance. The setting works both for the DirectInput/Windows and SDL/Linux drivers. It used to be 75% on Windows, 50% on Linux. Now it defaults to 50% on both platforms. If any of you guys have an analog stick and want to come up with a better default value, please feel free. I wasn't able to pull off Ryu's spinning kick thing very easily at 75%, for instance. > The WIPs are private. Most of the people with access got it two > years ago. I used to give out access to anyone who found a new emulator bug in a public release, but that's not working so well anymore ... Eventually I'd like to get a system set up where anyone can get access, yet avoid having the WIPs leak. I really don't want to bother emu news site readers with daily WIP updates that change ~3kb of code. [No archive available] |
|
byuu | 82d5761705 |
Update to bsnes v033r01? release.
Alright, new WIP. Added a new feature so people will stop _harassing_ me about it :P Try and guess what it is. [No archive available] |
|
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 |
|
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] |
|
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 |
|
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 |
|
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] |
|
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] |
|
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] |
|
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] |
|
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] |
|
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] |
|
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] |
|
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] |
|
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 |
|
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] |