mirror of https://github.com/bsnes-emu/bsnes.git
213 Commits
Author | SHA1 | Message | Date |
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byuu | def86470f4 |
Update to bsnes v040 release.
Too much to really name. The biggest news is that the entire user interface has been re-written from scratch. It is now far more polished and professional. To name one example; the cheat code editor now has checkboxes in the list to quickly toggle codes on an off, there is now a global hotkey to toggle all cheat codes, and each cheat code can contain multiple individual Game Genie or Pro Action Replay codes, allowing easy grouping of multi-part codes. You'll also notice new artwork: a logo created by Derrick Sobodash (note that the logo contest from below is still active — if someone can design a better logo, it can appear in v041), and a new photo-realistic SNES controller graphic by FirebrandX. I was finally able to utilize MinGW's profile-guided optimizations, which means this release is approximately ~12% faster than v039. And emulation itself was even improved(!), such as with Jonas Quinn's fix for a sprite overflow bug. There were many other changes as well: Linux users will be happy to see RGB overlay support for the X-Video driver, many will benefit from greatly enhanced warning messages and tooltips throughout the GUI, Windows users will now be able to access the menu without freezing emulation, etc etc. |
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byuu | 3e7578761a |
Update to bsnes v039r22? release.
New WIP. Softened the panel titles a lot, they take less space but still stand out well enough. Should I add a checkbox+global hotkey to toggle the cheat code system itself on and off? Ala the flip switch that's on the real Game Genie. Not sure if it's as important anymore now that it's easy to group multiple cheat codes together and toggle them with just one checkbox. If so, I need a caption for the checkbox widget, eg "Enable cheat code system", but something more descriptive. Rewrote a couple chunks of the nall::string library. I had a lot of problems with casting due to things like this: int strdec(const char*); string strdec(int); string::operator int(); string::operator const char*(); string::operator=(int); string::operator=(const char*); string::operator<<(int); string::operator<<(const char*); string::string(int); string::string(const char*); It couldn't implicitly determine if string() << 0 should refer 0 as const char* or int. So I started by dropping the string->integer implicit conversions, no need for those, use the strTransform(string) functions instead. More verbose of the format you want anyway (eg signed or unsigned integer). Next, rather than try and implement signed+unsigned+signed short+unsigned short+signed char etc etc for string::operator= + string::operator<<, I instead wrote them to use templates. Worked around the limitation that classes can't use explicit template specialization by using global thunk functions. operator<<, operator= and lstring::operator<< all share one set of template specialization functions to perform conversion of any supported type to a string for assignment or appending. Pass an unsupported type and it will throw a "template function undefined" error and fail to compile. No run-time surprises. I was careful to implement the copy constructor and copy operator= to stop the compiler from generating its own functions that copy around the raw pointer (which would lead to memory leaks + double memory frees.) So it should be 100% leak proof. I also split strdec(int) into strsigned(signed) and strunsigned(unsigned); and updated all the other stuff that used the lib for that (eg nall::config et al), so you can now perform unsigned->string conversions on UINT_MAX without getting back -1. Only thing I'm debating now is if I want to trade C compatibility for speed and store the string lengths inside the string class for O(1) length + append functions, compared to their O(n) now. Multiple chained appends raise that to O(n^2), but with ~20 appends at most per string, it's hardly a bottleneck right now. I'm hesitant to do this, because if I do, I'll have to remove char* operator()() to give a raw handle to the string pointer. I use that for quick libc const char*->string& wrapper functions, and it's also nice for other functions to use. And char& operator[](size_t) would take a hell of a speed hit for having to check for '\0' writes to adjust the length internally. _Not_ going to allow storing '\0' directly ala std::string, and make string::c_str() require memory allocation. Fuck that. Use an appropriate binary container if you want '\0' inside a block of memory. The whole idea of nall::string is to maintain 100% compatibility with C89 strings and their functions. [No archive available] |
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byuu | 45feae8f75 |
Update to bsnes v039r21? release.
New WIP. I added FirebrandX's controller image (let me know if you don't have the WIP link and want to check it out, FB.) I also added Derrick's SVG logo for now. The contest thing isn't over yet, and I like DMM's the best so far (sans the aliasing issues.) But the auto-resizing to exactly what I want is too nice to pass up. I think I'm going to require SVG for the final submission at this point. Side note: Qt supports SVG for auto-scaling, but I use a PNG anyway as not all Qt libs are going to have SVG support built-in. I still want SVG for website / print purposes. For belegdol, I added SDL hat support. It only works with the first hat, as I figured those four-controller-as-one-device cheapass drivers might not work well if every single players' hat manipulates the same controller. You'll have to let me know how it works, since SDL doesn't detect my joypad's hats. I'd also like it if someone could test the X-Video RGB support. Anyone with an RGB overlay surface can do so just by selecting the Xv driver. [No archive available] |
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byuu | 4d10c36870 |
Update to bsnes v039r20? release.
New WIP. This one's available here: http://byuu.cinnamonpirate.com/temp/bsn ... ip.tar.bz2 http://byuu.cinnamonpirate.com/temp/qtdlls.zip Please don't distribute to other news sites. You will need to extract the Qt run-time DLLs into the same folder as the bsnes executable. And you'll likely need WinRAR or 7-zip to extract the WIP archive. Please report any issues you can find that weren't present in v039. I'd like for v040's release to be as bug-free as possible. Changes from wip19: The new 'current directory' caching mechanism was caching _after_ save RAM load, so it wasn't loading save files correctly on first run. Fixed. I wasn't setting the internal renderer to match the requested video mode, so PAL mode wasn't showing the extra scanlines. Fixed. Had to add a 50ms (very conservative) delay when toggling fullscreen mode to give Xorg enough time to complete the request. Before it was trying to query the window size too soon and not fully expanding fullscreen video to fit the screen. Because of this added delay, I made it clear the video output when toggling modes. Can't help the slight line redrawing issue in Qt. Not a bug in my code there. After reading FitzRoy's comments and thinking more about it myself, I've decided against the 'intelligent' fullscreen auto-menu hide. Sorry. It'll still remember whether you were in fullscreen mode on the last run, but the menubar is always visible by default now. It doesn't change your menu visibility when you toggle fullscreen anymore. I also added back the aspect adjust settings to the config file. This time I combined them to floating point values. So instead of the old: video.ntsc_aspect_x = 54 video.ntsc_aspect_y = 47 You now have: video.ntscAspectRatio = 1.14893617 It's an advanced feature not in the GUI, so I expect you to know how to compensate for the 256x224 vs your native monitor's resolution if you screw with that setting. Maybe someone can make a web script to calculate it ala those Xorg modeline generators or something. Lastly, I removed the group boxes. Took advantage of every row having three options but one, and added a spacer to get everything aligned. Advanced panel looks a lot better now. [No archive available] |
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byuu | cca8164005 |
Update to bsnes v039r19? release.
New WIP. - added hardware settings group to advanced panel. Lets you control hardware region and base unit. - added descriptive tooltips to video and audio settings. - revised documentation to list filetypes, mention BS-X issues and generalize unsupported special chip notes - improved handling of paths: core now keeps track of cartridge path rather than relying on the current working directory; export data path now works the same as SRAM / cheats / etc when not selected - fixed XvRGB15/16 blue color channel glitch; testing would be much appreciated - I now set the drivers to "None" when they fail to initialize and give a warning. Before the app would just crash on cart load if this failed - added more options to the config file: allow invalid input, analog axis resistance, and for the first time ever -- CPU, PPU1 and PPU2 version configuration Really not happy with the overall look and feel of the advanced panel. I don't think the group boxes are working there. Also, the filetype descriptions are very terse, but I like them that way. Don't really care if someone doesn't know what 'non-volatile' means, that's why god made Google. Complain and I'll make the complex terms hyperlinks to Wikipedia :P I'll look into the fullscreen menubar thing again in a few days or something. > The Cpu and DMA approach is the same like in bsnes. The exception > are the stp and wai opcodes. Heheh, I bet someone looking at STP without being aware of how the cothreads work would gasp in horror :D > You are right it's really hard to jump back from doing a nested hdma > transfer within a dma. But with my approach such an action is not > needed. Yeah, I know it's possible with enslavement to only make the simpler processor a state machine. In our case, the S-SMP. That's how SNEeSe does it. I just really hate the idea of enslavement. I can certainly see why others get so upset with me on this, but having each module cleanly separated is, to me, more important than savestates. That it's somewhat faster here is just an added bonus. I'm sure you can appreciate my S-SMP op_*.b files over those state machines for maintenance, too ;) As for your work on rewriting all the S-SMP opcodes, I wish you would've mentioned this to me earlier ... the cycle labels in those .b files are used to create the exact same switch(cycle) {} code you wrote automatically, you just have to use a different generator. Given I dropped that generator back at ~v017, it should be easy to update / rewrite. The downside is that they don't directly support the bus hold delays. Still overall, really really impressive stuff. Kudos on making something so cool :D [No archive available] |
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byuu | 0f83e39d5c |
Update to bsnes v039r18? release.
New WIP. Added fix for OAM Yflip overflow bug pointed out by Jonas Quinn. Re-added QGroupBox controls as per discussion with jensbw, the frame issue should be fixed with Qt 4.5. Config file now omits " #" marker when there is no item description. Main window resizes itself a bit better before showing itself on Linux for the first time. Not a problem at all on Windows. Using _wgetcwd instead of getcwd for Windows UTF-8 support. Finished Cartridge class revisions: load_foo returns boolean success, unload() doesn't need one so that was removed, dropped redundant bsx_cart_loaded() as you can tell via mode() == ModeBsx. Still need bsx_flash_loaded() for register mapping purposes. Fixed hiro port to compile again. I also rewrote much of the Xv driver. It now properly finds modes via XvListImageFormats(), and I added support for more modes. It used to be YUY2 only, now it supports RGB32, RGB24, RGB16, RGB15, YUY2 and UYVY (chooses the driver mode in that order.) Unfortunately I was only able to test YUY2 and UYVY with my driver, so no idea if the RGB modes even work or not. I know RGB16/RGB15 will have problems, forgot to mask the blue channel before uploading: for line 344 and 359, (p >> 3) needs to be ((p >> 3) & 0x1f). To test each mode, the optimal ones would have to be manually disabled since there's no external way to select the preferred driver. And the RGB32 copy is sub-optimal, I'll probably allow direct rendering to its surface in a future revision. [No archive available] |
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byuu | ebbcc998d0 |
Update to bsnes v039r17? release.
New WIP. Posted only for the sake of testing for regressions. The only real change was adding nall::property as discussed earlier, and completely revamping the Cartridge class with it. Results: http://byuu.cinnamonpirate.com/temp/cartridge.hpp Compared to the old version, it's night and day. All stuff that can be hidden has been, end-user can't screw with important internal-settings while emulation is active, as many functions as possible were made const, ditched char* stuff to replace with string, removed a few useless structs, simplified the public interface, replaced a memory duplication in the cart loader that removes the header with a memmove() instead, blah blah blah. If I screwed any of this up, it may break the following: - special chip detection - RAM / PSRAM / RTC data saving - UPS patching - cheat code loading - relative path stuff - etc [No archive available] |
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byuu | 78da6946c6 |
Update to bsnes v039r16? release.
New WIP. Sorry about the delay in adding your .desktop file, belegdol. I appreciate you sending it to me. - worked around a cursor bug in Qt/Xlib: if you started the app and your mouse cursor was on top of where the window appeared, it gave you the "resize window" grip cursor, and it would stay like that. The resize function now ensures you always get the normal cursor. - worked around a bug in Qt/QGtkStyle: if you pass a default path of "", it throws all kinds of errors at you on the terminal window, I implemented a current working directory system for both folder path selection and file selection (when no default game path is selected.) It starts in your program startup directory (via getcwd()), and will update whenever you choose a valid file or folder without canceling the window. - icon is now stored in $(prefix)/share/pixmaps instead of $(prefix)/share/icons - added belegdol's bsnes.desktop. If I can figure out how to get the one from Derrick, his has stuff that makes it auto-suggest bsnes for .SFC files and such. I'll probably add his extensions to it later. This file installs to $(prefix)/share/applications, and bsnes shows up under 'games' now. - updated src/cart a bit, merged some 5x ~800 byte files to a general cart_loader.cpp file, renamed the functions to be clearer: cartridge.load_cart_bsc() -> cartridge.load_bsx_slotted(); cartridge.unload_cart_st() -> cartridge.unload_sufami_turbo(); - resized HTML viewer, was too small before, but I think it's too wide now, meh. - readme was renamed to documentation. I don't care that it's not verbose enough to warrant the name right now. I intend to expand upon it in the future and have it be the general sort of "help" functionality, hence the name change. - both the documentation and license are now stored inside src/data as HTML files. These are embedded with Qt's resource compiler into the final binary. Easier to edit, and the HTML files can stand on their own. - I've partially revamped the documentation. It's somewhat of a compromise between my ideas and FitzRoy's. I may expand on it a bit, but I like how it is now, so don't expect many more changes there please. - Revamped the license stuff a good deal, removed a lot of cruft. Grant of Rights section remains the same, so no legal changes. > bsnes could detect the computer's time zone, and switch to purple if > necessary. The US SNES is an eyesore. Both the console and especially the controller. Fuck it, if they want to see that they can look it up on Google Images :P [No archive available] |
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byuu | 4d31452bca |
Update to bsnes v039r15? release.
Okay, new WIP. To my knowledge, the Qt port now matches or exceeds the feature-set / quality of the hiro port in every regard, sans things I've intentionally removed. - added back all the UI shortcut keys - started using Qt's resource compiler, rcc, to embed files into the binary on all platforms; not as efficient as my base56+LZSS method, but much more standardized and avoids string length limits in Visual C++ - Linux port now sets the program icon from bsnes.png @ 48x48 (any larger and the filtering makes it look bad) - Windows port uses embedded 16x16, 32x32, 48x48 or 256x256 icon as before - all windows now rise to the top when they are shown - replaced about screen -- it's just a placeholder for now so that it's not modal. Want to put the logo on there, with the rest of the info and a webpage link below - removed 'Ok' button from document viewer window - killed icon48.h and controller.h, ~100kb worth of source. Right now, hiro port shows black boxes in their place. I'll do something nice with it later; but I don't want to grow the source that big for the non-standard target - added .zip, .gz and .jma to filter, based on compilation flags Thinking about killing src/data, putting the necessary stuff in each platform folder. Just a slight issue with windres taking a relative path to the working directory, so it won't allow easy renaming of the ui folder names if I do that. Can work around it with 'cd' command in the Makefile, I suppose. Would be nice to take advantage of rcc a bit more: it's very easy to use 16x16 / 32x32 icons inside the UI for eg menu and config panel list icons. Just going to be tough to make nice icons for them. Stuff removed from hiro: - controller graphic: I love this graphic and want to have it in the official binary, but it looks really odd when it's only there for one controller type ... should we keep it anyway? If so, I'll embed it with rcc. - trace logging hotkeys: Want to replace these with a real debugger that will have buttons for them. That will be a long-term goal, of course. May add shortcut keys for the debugger functions too at that time. - frameskipping: Probably the biggest one, I didn't want to re-add this as the new PPU will make it pointless anyway. If we do add this back for the fast PPU, I'll probably keep the option hidden from the UI side. > SFT was the acronym used for the catalog codes. For example, Poi Poi > Ninja World had SFT-0103 on the cartridge. So there is some historic > precedent for it at least. BSX, not so sure, but I figured > everything else was three letters. Sounds good, but I'd like to check with Nach first. He seems to be on extended leave at the moment. > Exhaust Heat 2 still bug out Wasn't aware ST-0010 had any problems. Not sure if it's bit-perfect or not anymore, but it definitely has no DSP timing. [No archive available] |
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byuu | eb1eca4a6d |
Update to bsnes v039r14? release.
Okay, another new WIP. Drag-and-drop is in, and it works in Windows and Linux. Tested with Thunar under Xfce, but it should be fine with any freedesktop.org- compatible app/WM. Worked around the Qt bug ... either qtreewidget->currentItem()->isSelected() returns the true current item and the Xlib port has a bug, or it returns the previous and the Windows port has a bug. I'm using qtreewidget->selectedItems().count()==1 in its place. Works on Windows and Linux, so the cheat editor should be fine now. Forgot to add assign / unassign key disable in the last WIP, so I took care of that this time. Added back the readme and license viewers. Used QTextBrowser, which lets me use HTML formatting plus anchor hyperlinks. Not terribly useful with such small documents, but meh. We can grow "readme" into "documentation" in the future. Maybe even add a section listbox on the left ala CHM files. Throw in a custom CSS stylesheet to make it prettier. Whatever, not worried about it right now, but we'll get it ironed out before v040 official. Got too tired (Red Bull having no effect either), forgot to add the .zip,.gz,.jma file extensions; and didn't check if cheat codes are saving on Linux. Also need to work on getting window show commands to put the windows in the foreground. If they're already visible, they aren't raising to the top / gaining focus. Still need to add a bunch of GUI hotkey bindings back, and I think that'll do it for the rewrite. From there it's all adding stuff the hiro port lacked. [No archive available] |
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byuu | 07c9df31a6 |
Update to bsnes v039r11? release.
Finally, a new WIP. I redid the spacing / margins on all windows, it should match the old bsnes/hiro port better now. Removed all instances of QGroupBox, to work around the problem with QGtkStyle ignoring the frame entirely, as well as getting around the ridiculously large margin-top in it that you can't remove. Using horizontal spacers in its place. Quite a bit more annoying to code for, but it looks better than even the working frame, at least in my opinion. Modified the config panel listbox trigger to use currentRowChanged() instead of itemSelectionChanged(). This fixes an annoying glitch where if you clicked down on an item and dragged the mouse, it'd be off-by- one in the list. The code editor and cheat code panel both disable buttons when actions aren't allowed, ala bsnes/hiro. There seems to be a bug in QTreeWidget::itemSelectionChanged() on Linux, the returned QTreeWidgetItem::isSelected() value is inverted. Too tired to work around that tonight. Improved automatic window resize for the input config and ROM add-on cart loader windows. They should fully shrink as much as possible now, rather than leaving blank space. Dropped the Segoe Print font for titles, as it only looks good on Vista+. Removed the sort stuff from the cheat core class and hiro UI, since the Qt UI can sort by header clicks. Scale Nx items are checked again according to config file setting. Stuff left to do: - work around Qt/Linux bug on edit/delete enable on cheat code panel - cheat codes don't seem to be saving to disk - need to re-add screensaver disable code FitzRoy, it's hard to show you the Qt rendering issues on GNOME, if you're not familiar with how it should look ... http://byuu.cinnamonpirate.com/temp/clearlooks.png http://byuu.cinnamonpirate.com/temp/qgtkstyle.png Clearlooks is the KDE default style. Looks good, but doesn't match GTK+ apps. QGtkStyle is the Qt wrapper that tries to use your GTK+ theme. Biggest annoyance would be the buttons. There's this red box in the middle that shows up when a button has focus. With the real GTK+, the entire button turns red (no border) when you click it, but with just focus alone it shouldn't have any color. The fonts are also much uglier, like it has really poor anti-aliasing and slightly wrong sizes. [No archive available] |
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byuu | c64232a479 |
Update to bsnes v039r10? release.
New WIP adds a ton of refinement. I feel it's exceeded the old UI in quality already, so I added the platform-functions (realpath, userpath, ...), so now it'll look for the multi-user config file, falling back on single-user. If you use an old config, most settings from v039 will be lost, but some will be pulled in. It now looks for bsnes.cfg and style.qss (for theming.) Slight issue with relative paths and realpath() on Linux. New initargs() function adds back support for non-ANSI paths. Path window shows <startup path (/path/used)> rather than just <startup path>. All buttons trigger on release (mouse up / off) rather than press (mouse down). Revamped the centering code. All windows respect the reserved screen areas (taskbar, dock, etc) and center perfectly. They only center on the first show, after that they will remember where you placed them. Completely rewrote the windowed / fullscreen handling code. It works properly even on Linux now. Scale max is great, perfect fit to the edges of your screen sans reserved areas. If menu+status toggle are bound to the same key, it'll only refresh the window once to reflect the new state now. Going back to the forced size thing. I need to re-add the menu checks. You can't shrink the window smaller than your current settings, and if you make it bigger, you get black borders (since I can't disable the resize reliably on all platforms.) Makes more sense this way anyway, the menu options should reflect what you see, not what the startup state is. It remembers the fullscreen setting automatically now. I took it a bit further, though. If you have no ROM loaded, it will show the menu+status in fullscreen to alert you there's no cart and give you a chance to select one. I also re-added command-line loading, and if you successfully load a game there, it will turn off the menu+status for you. There was a slight delay there. You see, loading a game calls snes.init() which needs the interface (video, etc drivers) setup. Those drivers rely on the UI being created. So we have to make the UI, setting the menubar visibility, before we can verify that we're going to load a game. _Yes, I can work around this!_ Add a first-run boolean and validate the command-line path is valid, or separate cart load from SNES init so I can load, setup GUI then start, etc etc. It's just annoying, not sure if it's worth the effort to hide the menubar 2ms sooner. ROM slot loader and cheat path windows now both disable buttons when no cart is loaded. Major work in progress, lots of stuff left to do here. When you pick a file with the ROM loader, it doesn't steal focus to the main window anymore. When you pick a path, it clears the audio buffer to prevent audio looping. Not sure if I want to hook move / resize events, since Linux doesn't block as much as Windows. Maybe I'll #ifdef it. Qt 4.4 has a bug with GTK+ file open, if you give it a blank path it spits out lots of errors. It needs a fully-qualified path. Going to make my old-style "remember last selected path" thing that I used in hiro/gtk to fix it later. [No archive available] |
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byuu | 85b08fd24b |
Update to bsnes v039r09? release.
New WIP re-adds the multi-part ROM loader. For some reason that took way too long, all I got finished. A bit different this time, one window for all three modes (bs-x slotted, bs-x and sufami turbo.) It auto adjusts based on what you want. Much more compact now that I can put the labels on the same line as the controls. It otherwise works the same. In the future, I'll be adding a Date/Time control when loading pure BS-X carts. Makes no sense adding it to the UI before the core supports it. > [X] Pause emulation when main window does not have focus > [X] Ignore input when main window does not have focus For the hundredth time, that creates four states instead of three. What's the difference between pause on + ignore on and pause on + ignore off? I'll most likely use a QScrollArea to put a scrollbar on the right if we end up with too many advanced options for one page. [No archive available] |
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byuu | 3b3214d1be |
Update to bsnes v039r08? release.
New WIP. I guess we've tested the container resize enough, at least for Windows. Set fullscreen container color to pure black. To avoid the accidental mouse assignments from v039 and earlier, I went with UI buttons to assign mouse axes / buttons. Keyboard and joypads assign the same as before. The extra 1-3 buttons are for six- button mice like my MX518. Also re-added mouse capture: load a game, and have a mouse/scope set as an input device, click in the window and it captures. Press escape to release. I blocked mouse buttons without capture now, too. That was allowing a fire shot to go through in previous versions without it when you first gained focus. Fixed up hiro/GTK+ to compile again. Should give GNOME/Xfce/Qt4.4 distro packagers some reprieve for a while. Not going to be improving it anymore, though. Qt/Linux now uses pkg-config, rather than hard-coded paths. No such luck for Windows users. There's a Win port of pkg-config, but not many will have it so the path to Qt will remain hard-coded. Ditched a few more global nall::string functions (count, find, (q)replace, (q)split) and moved them inside classes. Fixed the resultant compile errors in bsnes, hiro and xkas. The rest of the nall::string functions are also useful on char* arrays, eg strtr, strlcpy, trim, etc; so it doesn't make a lot of sense to put them inside the string class. Not entirely impressed with how the code looks mixing class functions and global functions, but meh. At least it will reduce mistakes in trying to pass char*s to string-only functions like replace. [No archive available] |
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byuu | b5a38d2a07 |
Update to bsnes v039r07? release.
New WIP. Adds menubar/statusbar toggle, defaults fullscreen to max scale with no menu/status (you can change the scale and it will remember your settings in the future), and I re-added all the audio panel options. That leaves a few more GUI shortcut key assignments, mouse support + binding, BS-X / ST ROM loaders, readme/license windows, and a few new controls to replace the old Firefox-style advanced screen with something more user-friendly. After that, the rewrite should be complete. Trying to move my string lib to a more OO-approach: removed overloaded strcpy,strcat in favor of =,<< or .assign,.append. Will be trying to remove more global functions (replace(foo -> foo.replace(, etc) in the future. Taking it slow so I don't break xkas too badly. I also want to shave as much excess functionality as I can from it. Its main purpose is to be a streamable, implicit-castable alternative to std::string with a few built-in special functions unique to my needs (eg qsplit,qreplace.) [No archive available] |
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byuu | 94004f86ec |
Update to bsnes v039r06? release.
New WIP, looking for feedback on these changes. First, I switched from a standard QWidget to a more semantically- correct QMainWindow. Not much difference, except it adds an automatic menubar and statusbar, no need to make my own. One advantage was free status hint support without having to catch the event. So I took that and redesigned the status system. First, the game name on the status bar ate up too much space for nothing. I moved it to the titlebar: bsnes v0.nnn - Game Title (U) Second, I merged the FPS counter with the system state and put it on the right-hand side of the status bar. It shows "No cartridge loaded", "Power off", "Paused" and the framerate. This is persistent and always visible. FPS doesn't show ideal FPS next to it anymore. That just wastes space. Third, the new left-hand stuff. It uses the native QStatusBar support for timed messages. I use that to pump power state changes ("System was reset.", "Loaded Star Ocean (J), and applied UPS patch.", etc.) They go away after ~3 seconds. Unsupported special chip warnings now pop up a modal dialog box instead of showing in the status bar. Fourth, we can now set special menu group / item descriptions that appear when the items are hovered. For instance, mouse over settings->video mode->ntsc and it explains that the setting affects the perceived video output size, rather than the core emulator mode. The descriptions there now suck, but it shows off the concept. We'll leave them off for all the obvious items. With all of that, I was able to kill off the "Status" class, ~4kb of nasty code that polled the time constantly and maintained an internal string queue for statusbar messages. Also new to this WIP ... it's apparently not trivial to set a fixed window size with Qt on Xlib. My MinimizeWindowHint that worked on Windows was making the window top-most on Xfce, and breaking fullscreen mode. So, I tried again to write code that could properly switch between windowed and fullscreen mode. For some reason, this always causes tons of problems. Window managers like to take their sweet ass time updating internal states, so rapid geometry changes often fail, leaving the window in odd positions and sizes. It took quite a while, but I have it working, hopefully, 100% on Windows. I even account for the desk area (ignoring the taskbar and such) and the window decorations. Centering should be truly perfect, and scale max should be a pixel-perfect fit to all available screen size, while maintaining the ratio. Linux support is still kind of flaky, though. Long shot, but any knowledgeable help here would be appreciated. void Utility::updateFullscreenState() { if(config.video.isFullscreen == false) { config.video.context = &config.video.windowed; winMain->window->showNormal(); application.processEvents(); } else { config.video.context = &config.video.fullscreen; winMain->window->showFullScreen(); application.processEvents(); } //refresh options that are unique to each video context for(unsigned i = 0; i < 2; i++) resizeMainWindow(); //call twice as Xlib drops window messages sometimes updateHardwareFilter(); updateSoftwareFilter(); } //if max exceeds x: x is set to max, and y is scaled down to keep proportion to x void Utility::constrainSize(unsigned &x, unsigned &y, unsigned max) { if(x > max) { double scalar = (double)max / (double)x; y = (unsigned)((double)y * (double)scalar); x = max; } } //0 = use config file value, 1+ = override with new multiplier void Utility::resizeMainWindow(unsigned multiplier /* = 0 */) { if(multiplier != 0) config.video.context->multiplier = multiplier; else multiplier = config.video.context->multiplier; unsigned width = 256 * config.video.context->multiplier; unsigned height = (config.video.context->region == 0 ? 224 : 239) * config.video.context->multiplier; if(config.video.context->correctAspectRatio) { if(config.video.context->region == 0) { width = (double)width * 54.0 / 47.0 + 0.5; //NTSC adjust } else { width = (double)width * 32.0 / 23.0 + 0.5; //PAL adjust } } QDesktopWidget *desktop = QApplication::desktop(); if(config.video.isFullscreen == false) { //get effective desktop work area region (ignore Windows taskbar, OS X doc, etc.) QRect deskRect = desktop->availableGeometry(); unsigned deskWidth = (deskRect.right() - deskRect.left() + 1); unsigned deskHeight = (deskRect.bottom() - deskRect.top() + 1); //place window offscreen so resize events do not cause flickering winMain->window->move(desktop->width(), desktop->height()); application.processEvents(); //shrink window as much as possible to compute frame + menubar + statusbar size winMain->canvas->setFixedSize(0, 0); winMain->canvasContainer->resize(0, 0); application.processEvents(); winMain->window->resize(0, 0); application.processEvents(); QRect frameRect = winMain->window->frameGeometry(); //constrain window so that it will fit inside desktop work area constrainSize(height, width, deskHeight - (frameRect.bottom() - frameRect.top() + 1)); constrainSize(width, height, deskWidth - (frameRect.right() - frameRect.left() + 1)); //resize canvas to desired size winMain->canvas->setFixedSize(width, height); application.processEvents(); //shrink window so that it contains all of canvas, but is no larger winMain->window->resize(width, height); //allow canvas to be resized along with window by user winMain->canvas->setMinimumSize(256, config.video.context->region == 0 ? 224 : 239); winMain->canvas->setMaximumSize(desktop->width(), desktop->height()); winMain->canvas->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding); application.processEvents(); //force window size change to take effect winMain->window->resize(width, height); application.processEvents(); //center window onscreen: //take desktop work area and window frame decorations into account QRect windowRect = winMain->window->frameGeometry(); unsigned windowWidth = (windowRect.right() - windowRect.left() + 1); unsigned windowHeight = (windowRect.bottom() - windowRect.top() + 1); winMain->window->move( deskRect.left() + (deskWidth - windowWidth ) / 2, deskRect.top () + (deskHeight - windowHeight) / 2 ); } else { constrainSize(height, width, winMain->canvasContainer->size().height()); constrainSize(width, height, winMain->canvasContainer->size().width()); winMain->canvas->setFixedSize(width, height); } } If anyone wanted to get stupid, a style for QWidget.backdrop { background: url(border.png); } when designed for a specific resolution + scaling mode would allow Super Gameboy-style borders :P Let's see ... properly subclassed the generic input binding pools for clarity, and added user interface key binding support again. So far only for exit emu + toggle fullscreen, but the rest should be easy now. I can't reduce the space for the QFrameWidgets. Only setMargin works, but it reduces margins on all sides where only the top is bad. I may have to revert it back to a section label + horizontal separator between each area. Probably a good idea, QGtkStyle doesn't support QFrameWidget's decoration anyway. Looks terrible on GNOME. Finally, fixed ui_hiro for Windows. Still need to fix up the Linux target. They share the same Makefile, so additional targets should be easy, eg a pure SDL port or whatever. > Darn. Oh well, guess I could keep whatever I concoct to myself. Or tell me what you want to do, as I probably won't mind :P [No archive available] |
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byuu | 148bbddb1a |
Update to bsnes v039r05? release.
Man, I don't have time to read all that ... >_>; New WIP. Lots of UI refinements. - re-added power on / power off / reset to main menu (expansion port / region won't be coming back here) - re-added status message system - figured out a way to hide the child indicators in list boxes, as well as enable sorting while starting with default ordering (so headers are now clickable to sort, you can even rearrange them) - merged driver settings and input focus policy into advanced panel - old advanced panel list is dead, driver panel is dead - replaced scale 5x with scale max; minor help to 1920x1200+ resolutions - re-added smart scaling + window size clamping - Linux port should build out-of-the-box, but there's definitely some issues in regards to window sizing (even Qt has trouble with this) - new $(ui)/Makefile system -- as if I weren't abusing GNU make enough before, new automoc rules are madness -- fear: # automatically generate .moc files from .hpp files whenever: # - they don't exist # - .hpp file was modified after .moc file %.moc: $<; $(moc) $(patsubst %.moc,%.hpp,$@) -o $@ $(foreach object,$(moc_objects),$(eval $(object): $(patsubst %.moc,%.hpp,$(object)))) ui_build: $(moc_objects); ui_clean:; -$(foreach object,$(moc_objects),@$(call delete,$(object))) - lots of other crap http://byuu.cinnamonpirate.com/images/b ... 090126.png Now to update the locales for v039 finally ... [No archive available] |
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byuu | e5b2e87ff8 |
Update to bsnes v039r04? release.
Well that wore me out ... the UI went from 45kb to 109kb in one night, with no copy/pasting. New WIP: - re-added the InputManager + InputDevicePool classes. The latter is very complicated, but impressive - re-added Input Configuration Editor - re-added Cheat Code Editor - re-designed individual cheat code editor - re-added Path Editor - stopped subclassing QWidget w/Q_OBJECT to work around Qt stylesheet bug - re-added controller port selections Sorting by column header clicking is screwy. It has to be manually enabled, and the second you do that it re-orders everything. This is really bad when you want the default order, eg "up, down, left ..." or your default cheat ordering; so I had to leave it off. Would be too tacky to add a numeral ID column to work around that. Seems Qt also has a ridiculously complex tree view (MVC-based), but thankfully they added a simplified version that works well enough, QTreeWidget. Only problem is I can't seem to make it hide the child expander space at the very left-most side. This creates an annoying little gap. Anyone know how to hide those with Qt? Even got checkboxes inside the list to toggle cheat codes. Documentation could've been clearer there. Speaking of which, I was able to use child nodes on the cheat code list to show each individual cheat code, but it just didn't look right to me. There was a ton of blank space on the sides. I can actually fill in multi-line descriptions as well here, but it still looks really tacky in my opinion. Thought about using add code + append code + delete code and putting the textboxes back, but that just seems tacky and error prone, too. I'm not adding individual descriptions for each code sub-part. Only way I can think to make it work that way would be to replace the multi-code method with a grouping affinity (eg group codes 1+3 into a set), but then we're getting really complex, with a minimum of 5-6 buttons on the window and 3 text boxes. I think the learning curve would be too high to be worth it. So, I used the old method, but instead of a textbox to paste in codes, I went with a slightly less error prone method of a textbox for the description and a listbox for each code part. Threw in add / delete / delete all for the code list. Takes a bit longer if you're trying to copy/paste codes off the web, but the increased intuitiveness and consistency is worth it in my opinion. New cheat code editor (description typo due to extreme fatigue) There's a lot of rough edges and few safety checks, so if you try to break things you probably can. Overall, really having fun with the Qt API. It can be awkward at times, but it's definitely the most straight-forward API I've seen so far. [No archive available] |
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byuu | 67318297dd |
Update to bsnes v039 release.
Changelog: - Recovered ~10% speed loss from last release via S-CPU IRQ timing optimizations - Implemented O(1) binary-heap priority queue for event scheduling - Fixed a bug where BS-X slotted carts were never mapping SRAM - Fixed a bug where invalid controller input was always being allowed - Fixed all compilation warnings with GCC 4.3 and Visual C++ 9.0 - Added advanced options to control S-CPU ALU hardware delays - S-RTC and SPC7110 timers updated to handle time_t overflow (Y2k38) gracefully - Cheat codes can now have multiple codes per entry, and multiple lines per description - Rewrote config file parser; removed config/ class from emulator core - Windows: added 256x256 image to program icon set - Linux: fixed Xorg keysym mapping, key names should show correctly in all cases now - UI: updated video panel, added fullscreen-on-startup and NTSC merge fields options - UI: simplified audio panel - UI: boolean options on advanced panel can be toggled via double-click - Lots of code cleanup, especially for S-CPU IRQ handling and nall template library |
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byuu | 1a6de37454 |
Update to bsnes v038r13? release.
<edit: removed outdated WIP> **Delta queue support** First up, I've added a binary min-heap delta queue. I converted all events except IRQ/NMI test and hold. If we can convert these to use the delta queue, there should be a speedup of 30-40% or so -- pretty much the biggest low-hanging fruit there is. And the thing that has plagued me for 12-18 months in the past before the major speed hit v0.018 when I gave up and went with testing IRQ/NMI on every single clock tick. But it won't be easy: the delta queue works by adding an event when you know its going to trigger. But we cannot _know_ if an IRQ or NMI interrupt will trigger until we're at the current time. One can literally disable or change these 2 clocks before they occur, which would leave a bad trigger event in our queue. IRQ/NMI hold also needs to be scheduled exactly four clocks after IRQ/NMI trigger. Unless we queue these at least ~16 clocks in advance of the trigger, then we may not be able to trip them exactly when needed. Since the test/hold are in the same inner loop, before or after the delta queue time update, we can't just enqueue the hold and not the test. So, in the WIP I've included my insanely rigorous test ROMs for IRQ, NMI and HDMA timing, and I'm asking for help. If anyone could please help in merging sCPU::add_clocks() IRQ testing into the delta queue, I'd be greatly in their debt. Relevant code is at src/cpu/scpu/timing/[timing.cpp, irq.cpp] and src/cpu/scpu/deltaqueue.cpp. I'll be working on it as well, of course. Note: removing events not at the top of the heap is not supported. _If_ this is needed, it would probably be best to do an O(n) search for the event, and overwrite the event code with 0 (meaning ignored) than to try and pull out the event and renormalize the heap. IRQ/NMI hold edge cases are very rare, so O(n) time shouldn't hurt speed. **ALU delay** Since there's no speed hit anymore, I added back hardware ALU (mul / div) delays. While we still don't emulate the proper partial calculation results, we should at least return 0 when reading too soon. The exact delay varies based upon the calculation, however. We ran into problems with Taz-Mania in the past. So for this WIP only, I've added settings to the advanced panel: "temp.alu_mul_delay" + "temp.alu_div_delay" The value has to be a _multiple of 2_ (2, 4, ... 32, 34, ...), and the goal is to find the _highest_ possible value that will not cause any bugs in games. What I'm asking is for people to just set the value to something and test a few games. If you spot a bug that's not in v038, try lowering the value until it goes away. Then post the values here. We'll keep lowering the current number until we find the best setting for future releases. Let's start with really high values that will definitely cause bugs: ALU mul delay = 104 ALU div delay = 208 For example, pick any game ... say Zelda 3. Note how the triforces won't render now. Lower the value until it works, post what numbers you needed here plus the game name. Then everyone will use those values and test other games. Rinse and repeat. _Important note:_ you have to reset the game after changing these values in the GUI for them to take effect. **Fullscreen on startup** I've added "video.start_in_fullscreen_mode". Because there's no way to exit other than a keyboard shortcut, I've unhid the "Exit" option for now. We can discuss the UI design stuff in the main v038 talk thread, just stick to mentioning if you hit any bugs with it for this thread. Thanks to all in advance for any help here! [No archive available] |
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byuu | de47a2c7de |
Update to bsnes v038r12? release.
New WIP adds nothing new, but fixes Visual C++ compilation issues. Stopped windows.h from defining min/max again, disabled (bool)intmax_t stupidity, added a default: so VC doesn't assume a function has a blank return path, omitted -static on libco, and reverted to always using windres over rc. Express Edition lacks rc, and you already need GNU make anyway, so why bother supporting rc, too? > Can you tell me what I should include? It looks like the taskbar is only 32x32 ... yet the result looks really weird. Almost like the .ico file only has a 1-bit transparency mask or something :/ Image As you can see, all the other icons look much sharper. > I always wondered why the entire line of an entry doesn't highlight. I have no idea ... don't see any other listview styles I can use that'd highlight the whole thing :/ [No archive available] |
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byuu | 25ad9701ab |
Update to bsnes v038r11? release.
New WIP. - invalid input is blocked again when input.allow_invalid_input == false - vertical scrollbar only appears when needed in multi-line textboxes - cheat editor properly encodes / decodes quotes and line breaks - advanced panel now allows double clicking boolean items to toggle their state - cleaned up all of the nall template library - nall::array was missing copy constructor, causing swap/sort to fail - moved start in fullscreen to advanced panel for now - renamed most of the options FitzRoy asked for > Invalid input is always allowed in bsnes. The config file option > doesn't change that. Thank you very much, that was a huge oversight. > In the latest WIP I've notice Pro Action Replay codes aren't working > anymore. For example, try these codes for Super Mario World (U); Those work fine for me ... maybe try the next WIP? > Here's a couple of boolean advanced options I'd like to see: > misc.minimize_to_system_tray > misc.run_at_system_startup System tray control is probably something the GUI library needs anyway, but its value is completely lost for Windows 7 -- the taskbar works similar to the system tray + quick launch. In fact, by default tray items are hidden and require you to go through a menu to get to them. Run at startup would be tricky. I could only get that working on Windows, and it's really something the user should do externally. Drag it to the startup folder, put it in the registry, use MS config, whatever. Also seems very niche, no? You'd still have to load a game for it to be useful. > maybe the two file ones as well, not sure what use those have One is for OS X users. Some of them don't understand file extensions. The other is for ROM hackers. It'd be needed to multi-chain UPS patches in the future, as well. > I'd also like a minor change in the system menu: flip the power > settings with the controller settings. Why? Seems arbitrary, and I like the current ordering. We can even make up some crazy stuff to support the current ordering: 1) Looking at an SNES from top to bottom, you have the cart slot, then power / reset, then controllers. 2) Group options that affect carts, then group options that affect input. > Let me know when you're ready to talk about the readme overhaul. Will probably release v039 next weekend. Can work on the readme for v040, I guess. [No archive available] |
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byuu | 9a5a3b8246 |
Update to bsnes v038r10? release.
Probably a mapping issue. Wish we could've spotted it less than 21 versions ago, would've been easier to find the regression. Ah well, at least we found it now. New WIP completes the multi-part cheat codes. I changed the file format, and it may change again, so backup your old .cht files first. Went with the unified textbox thing to allow infinite number of codes per cheat item, though the textbox itself will stop parsing after 1,024 bytes at the moment. Really ... you're doing something wrong if you need more than ~120 parts for one cheat code entry. It will parse and treat spaces, +&|,;{tab} and {linefeed} as separators for codes. You will lose the space formatting after you okay the code and go back to edit it again. Also one glitch if you toggle cheat status, it won't clip the extra cheat parts as it should. Will fix it later, ran out of time. Don't try multi-line descriptions or commas for separators just yet. Need to iron proof that so it won't corrupt the file format. Any testing of this new feature would be greatly appreciated. Design questions: - should we change the order of desc/code/enablestate on either the main cheat window or the cheat sub-editing window? If so, why? Be verbose, use examples. - should we change the .cht file format? Again, please clarify what the advantage would be. - should we change the text labels for the sub cheat editor to something more clear? - should the default separator be changed from " + " to something else? Maybe linefeed? [No archive available] |
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byuu | daac76858b |
Update to bsnes v038r09? release.
Damn, absolutely loving this Aftershock I just picked up. Scary stuff -- 80 proof and it tastes like a malt beverage. New WIP, added the cheat code editor UI changes. The cheat code class in the back-end still doesn't actually support multiple codes just yet, but it will. Image Need to decide how many codes we should allow. A real Game Genie didn't allow more than five, so I think we should go with either four or six. Also not shown, when a code you're editing is incomplete / bad, there's a grayed out text label that appears on the right to tell you that the code is invalid. It also disables the ok button during this time. I wouldn't try entering a multi-line description just yet. I don't parse that at all. Worst case, it'll corrupt your cheat file. My plan is to only show the first text line in the listbox, but allow extra lines for more verbose comments. I'm being lazy and disabling the add/edit/delete buttons from the main window when the sub editor window is open. Prevents abuses like deleting the code you're editing, then trying to update it. [No archive available] |
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byuu | c63df7e009 |
Update to bsnes v038r08? release.
Another WIP, but nothing visible to end users. Still get it if you don't have 07 for the nice speedup. Mostly source-cleaning stuff. - removed 'uint' type, replaced all instances with the proper unsigned int. - removed as many headers as I could from the global interface.hpp file, including only in the cores that need each of them. Should help compile time. Though I still have a lot of global header includes due to needing ultra-hot sections of code inlined. - added include protection bumpers to the CPU+SMP opcode core generated files - added const-correctness to a few more classes. - updated S-RTC and SPC7110 time to handle time_t overflow: it's now Y2K38 proof even on 32-bit signed time_t systems, and the file format remains unchanged. But it adds one limitation that you'll lose your time if you wait ~34 years before loading your last save game. I think that's reasonable for now. Once 64-bit time_t systems are ubiquitous, we should be able to trivially expand that without breaking old saves. Relevant code (I tested with int16_t, uint16_t, int32_t, uint32_t, int64_t and uint64_t): time_t diff = (current_time >= rtc_time) ? (current_time - rtc_time) : (std::numeric_limits<time_t>::max() - rtc_time + current_time + 1); //compensate for overflow if(diff > std::numeric_limits<time_t>::max() / 2) diff = 0; //compensate for underflow Avoided the obvious (y-x)&<time_t>::max() just in case there's some crazy platform where the value != (some power of 2)-1. Modulus (max()+1) won't work there either, as it'll overflow if sizeof(unsigned) == sizeof(time_t). The +1 might throw it off by a second on one's complement system, but I don't really care :P Anyone with GCC 4.3 want to try something for me? Try modifying src/lib/nall/platform.hpp and change #define alwaysinline __attribute__((always_inline)) to: #define alwaysinline __attribute__((always_inline)) __attribute__((hot)) ... and let me know the FPS difference you get in some arbitrary game, please :D It's supposed to be like manual-PGO. [No archive available] |
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byuu | 3908890072 |
Update to bsnes v038r05? release.
New WIP, this one's fairly big as nightlies go. First, moved the priority queue to a generic implementation so I can re-use it elsewhere in the future. Took a ~1% speed hit or so by using functors for the callback and using the signed math trick to avoid the need for a normalize() function. Sadly it gets up to 3% slower if the priorityqueue class code isn't placed right next to the CPU core. Second, while I failed miserably at using the queues for IRQ / NMI testing, I did come up with a neat compromise. NMI is only tested once per scanline, IRQs only have PPU dot precision (every 4 clocks), the hold time for both is four clock cycles, and scanlines for both NTSC and PAL, even on the short colorburst scanline, are always evenly divisible by four. ... so testing every 2 clock cycles was kind of pointless, as it'd always be false. Since the delays between the PPU counter and CPU trigger for NMI is 2, and IRQ is 10, they even align again with an offset of 2. ... hence, I can call poll_interrupts() half as often by using if(ppu.hcounter() & 2). I reverse that for the Super Scope / Justifier dot testing and cut their overhead in half as well. That gives us a nice ~10-15% speedup. Nowhere near the idealistic ~30-40% for range tested IRQs, because that only actually tests once per scanline (~1364 cycles). This just cuts ~682 tests down to ~341 tests. Still, it's pretty close to half as good while still being super clean and easy. It greatly diminishes the value of a range-based IRQ tester, as that will only offer a ~15-20% speedup now at best. Getting PGO working again is the new lowest-hanging fruit. I also eked out a tiny bit more speed by adding some previous missed "else" statements in the irq_valid testing part. With the newfound speed, I gave a tiny bit up (1-2%) to simplify and improve some old edge cases. It's known that IRQs won't trigger on the very last dot of each field. It's due to the way the V and H counters are misaligned, that we can't easily emulate. So before I had a bunch of cruft to support that, update_interrupts() was called at the start of each scanline, which would call irq_valid() to run a bunch of tests to make sure the latch positions would actually work on hardware. Writes to $4207-420a would also call the update_interrupts() proc. I killed all that, and now compute the HTIME position inline in poll_interrupts(), and perform the last dot check there. Since testing is ten clocks behind anyway, then we need only check to see if VTIME > 0 and ppu.vcounter(-6 clocks) == 0 to know that it was set for the last dot on any given field. This gives us two nice perks for free: one, no more need to hard-code scanlines/frame inside the CPU core; and two, the old version was missing an edge case in interlace mode where odd fields would allow an IRQ on the last dot, which was simply because my old irq_valid() test didn't have a third condition for that. All that said, I'm getting ~157.5fps instead of ~137.5fps now in Zelda 3. Third, I removed grayscale/sepia/invert from the video settings panel, and stuck them in advanced. Used the new space to add checkboxes for NTSC merge fields and the start in fullscreen thing. Reference: //called once every four clock cycles; //as NMI steps by scanlines (divisible by 4) and IRQ by PPU 4-cycle dots. // //ppu.(vh)counter(n) returns the value of said counters n-clocks before current time; //it is used to emulate hardware communication delay between opcode and interrupt units. alwaysinline void sCPU::poll_interrupts() { //NMI hold if(status.nmi_hold) { status.nmi_hold = false; if(status.nmi_enabled) status.nmi_transition = true; } //NMI test bool nmi_valid = (ppu.vcounter(2) >= (!ppu.overscan() ? 225 : 240)); if(!status.nmi_valid && nmi_valid) { //0->1 edge sensitive transition status.nmi_line = true; status.nmi_hold = true; //hold /NMI for four cycles } else if(status.nmi_valid && !nmi_valid) { //1->0 edge sensitive transition status.nmi_line = false; } status.nmi_valid = nmi_valid; //IRQ hold status.irq_hold = false; if(status.irq_line) { if(status.virq_enabled || status.hirq_enabled) status.irq_transition = true; } //IRQ test (unrolling the duplicate Nirq_enabled tests causes speed hit) bool irq_valid = (status.virq_enabled || status.hirq_enabled); if(irq_valid) { if((status.virq_enabled && ppu.vcounter(10) != (status.virq_pos)) || (status.hirq_enabled && ppu.hcounter(10) != (status.hirq_pos + 1) * 4) || (status.virq_pos && ppu.vcounter(6) == 0) //IRQs cannot trigger on last dot of field ) irq_valid = false; } if(!status.irq_valid && irq_valid) { //0->1 edge sensitive transition status.irq_line = true; status.irq_hold = true; //hold /IRQ for four cycles } status.irq_valid = irq_valid; } [No archive available] |
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byuu | 155b4fbfcd |
Update to bsnes v038r04? release.
New private WIP. Nothing worth downloading it over, really. - fixed first scanline DRAM refresh event (passes irq.smc and nmi.smc again) - fixed PPUcounter to initialize before CPU; not that it affected anything as-is, but it's nice for future proofing to do it right - optimized priority queue thing to move instead of swap; didn't affect overall emu speed sadly (still infinitesimally faster than the last official release), but I still like the model for timing events that will occur no matter what - made the ALU delays more permanent advanced config options; 32 and 48 were still screwing with taz-mania ... not even a whole opcode on the mul -- that game literally reads the regs immediately. We can't get things any better than we already have until we emulate the formula; so I set them both to 2 clock cycles for now, they're at least there for hobbyist devs, who can set them fairly high to guarantee their code would work on hardware - removed a bit of cruft > * RSA-1024 is busted Really? What are its factors, then? Please tell me in private so I can claim the $100,000 bounty when it's offered again :D (they've only broken a 200-decimal digit one with the equivalent of 75 PC work-years, RSA-1024 has 309 and the problem is exponential, not linear.) [No archive available] |
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byuu | 02ca0f1e69 |
Update to bsnes v038r05 release.
[No changelog available] |
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byuu | 6cacb2517a |
Update to bsnes v038r03? release.
I haven't posted the new WIP, just updating on the status of it. First, I noticed that Xorg changed the keycodes, at least for Kubuntu 8.10. belegdol, the other person at RPM fusion was mentioning that he was getting weird key mappings like page_down for left, etc -- this would be why. Didn't realize they were variable like that. I went back and made a lookup table to convert the official keysyms to keycodes, so this issue should now be fixed. Anyone packaging bsnes is free to update to the latest WIPs to fix this if they like. Second, I added "adjust" to brightness/contrast/gamma, and they all start at 0% centered, go to -95% and +95%. Still not sure what to name "Frequency adjust", so I left that alone for now. Third, I updated the ~400 or so %0.nx sprintf statements to %.x, so that GCC 4.2+ will shut the hell up. Lastly, I can't come up with a good double->string conversion routine (causes subtle rounding errors with the obvious approach), so I wrapped strdouble() around snprintf. bsnes doesn't even use it yet, but at least it can now ... > How would dropdowns be better than what ZSNES is currently using? The WIP link on Rapidshare is dead ... what are they using? If it doesn't involve tab panels, then I can do that. > Wouldn't these just be hardware filters like NTSC that simulate the > lossy characteristics of certain type of analog output? These are settings _for_ the NTSC filter to affect its quality. They don't affect any other filters. > There's no fundamental difference between a coprocessor and central > processor in the scheme of emulation. That the coprocessor happened > to be located on what we would physically categorize as the > "cartridge" is immaterial. There's quite a large distinction between something inside the SNES and outside. I understand where you're coming from, but we shouldn't pretend as though the SNES contains all these chips, either. Sheesh, I don't even know what we're discussing here anymore :P > You'd be crazy to externalize all your code just to allow people to > create imaginary 10ft boards with 2ghz GPUs. What I wouldn't give for just one person to make such a board ... :D > The only invaluable option in that entire section is overload's > gamma curve, everything else about the image can be destroyed in my > video driver or monitor settings. Haven't we covered this in the past? SNES games were played with gamma, etc settings calibrated to NTSC / PAL televisions. Monitors are calibrated very differently. I doubt anyone wants to go into their driver control panels to adjust these settings every time they start and close the emulator. And cheaper drivers (especially on Linux) may not have these options at all. Not saying we have to go crazy here ... I'm happy to leave out hue/saturation settings. > I am aware that any changes made to WIP releases are posted here on > this forum, but maybe it's an idea to start including those as well > on the WIP download page? I _could_ ... but it's easier to type things up here later on at my convenience :/ [No archive available] |
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byuu | 9a8203b3c3 |
Update to bsnes v038r02? release.
New WIP. - defaults are now centered for video settings panel sliders, modified default gamma to 100 with gamma curve enabled. - removed all the preset buttons, it looks terrible with just one. - fixes 99% of the useless bullshit warnings with GCC 4.3, still didn't change all the "%0.2x->%.2x" strings in the disassemblers though. - fixed up the double->nall::string conversion, but it still has some rounding issues, so I can't use it yet. About ready to just implement that as a wrapper around sprintf. > Byuu i would like to request support for the following audio > renderers. Sure, you can post them here when you're done and I'll include them in the source. If they don't cause missing driver errors on a clean install of Win2k SP4 or newer (this is why Win/OpenAL is disabled), then I'll enable them in the default binary as well. [No archive available] |
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byuu | 9c7ac24ff7 |
Update to bsnes v038r01? release.
New WIP. Audio panel was revised, it's now the same both in regular and advanced mode. Volume, Frequency and Latency all appear on one row and are all combo boxes with sane defaults. Advanced mode gives them additional options. Frequency adjust remains a slider. Given that 1 tick can mean the difference between frame stuttering once a minute and once an hour, I think it's worth keeping the precision. Code-wise, I merged the ppucounter object into the PPU class (through inheritance). This results in the following code simplification: Before: ppucounter.vcounter() //S-CPU time ppucounter.ppuvcounter() //S-PPU time After: ppu.vcounter() //S-CPU time ivcounter() //S-PPU time (called inside its own class, no need for ppu. prefix) i just stands for "internal". It was that or slow things down with a co_active() check inside the counter read calls. Man, it feels weird editing C++ code after all of that CSS magic. I find myself wanting to write a pattern-matching rule ... uint16 PPUcounter::vcounter() { return cpu_vcounter(); } uint16 PPUcounter::vcounter() [class="PPU"] { return ppu_vcounter(); } > I probably would have stuck it in a carefully-styled <SPAN> rather > than an attribute, but I notice your approach is sanctioned by HTML5 > (or at least it would be if you called it "data-date" instead of > "date"). <h3><span>2008-12-20</span>Title</h3> <blockquote><p>All that is necessary for the triumph of evil is that good men do nothing<span>Edmund Burke</span></p></blockquote> Could work ... looks weird, though. Adding a class type to the spans to state what they are makes it even more bloated, but perhaps worth it ... hmm. HTML5 approach looks cool, too. data- prefix isn't too bad. A good indicator that it's not a real tag. EDIT: oops, looks like I forgot that IE6 can't handle the text-align attribute properly, either. Eh, I'll fix it tomorrow. Tired now. [No archive available] |
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byuu | c13ae98863 |
Update to bsnes v038 release.
- eliminated S-DD1 DMA enslavement to the S-CPU; this allows the S-DD1 to behave more like the real chip, and it also simplifies the S-CPU DMA module - eliminated S-PPU enslavement to the S-CPU; all processor cores now run independently of each other - added cycle-level S-PPU timing for OAM address reset and OBSEL; fixes scanline glitches in Mega Lo Mania and Winter Olympics - removed ppu.hack.* settings; as they are no longer needed due to above changes - corrected VRAM tiledata cache bug; fixes Super Buster Bros v1.0 reset glitch - added memory export and trace logging key bindings to user interface - removed WAV logging (to trim the emulation core) - embedded readme and license texts inside executable - simplified S-CPU, S-SMP flag register handling - source code cleanup for S-CPU timing module - GUI-Linux: added style improvements to the listbox and combo box controls - GUI-Linux: finally added filetype filter support to the file open dialog - GUI-all: shrunk configuration panel [FitzRoy] - GUI-all: modified paths panel descriptions for clarity [FitzRoy] |
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byuu | e370a35d7d |
Update to bsnes v037r07? release.
New WIP. The biggest news is that I've implemented what I was discussing earlier, and it worked perfectly. The S-PPU enslavement to the S-CPU is no more. As of this point, all four processor cores, and all three of their shared relationships, run completely independently of one another. This required moving the inline timing code from the absolute most timing-sensitive section of the emulator, to an entirely new external class. It also required logging more state data, adding ~100k/second more context switches, etc. It was unavoidable that the new approach would be slower, but I was able to greatly mitigate the speed loss. Right now, it stands at a ~6-8% speed loss from the previous release. But there is good news: 1) aside from SuperFX / SA-1 support, which will require additional processing inside the emulator core, no other changes should slow down the emulator again. It can only get faster from here. Most importantly, a range-based IRQ tester would offer a major speedup. 2) this approach will allow both a scanline-based and cycle-based S-PPU core to work with only one S-CPU core. No need to subclass and duplicate the timing code + scheduler as I was planning to before. 3) with this change, I was finally able to convert the scanline-based S-PPU renderer to a hybrid that I've talked about with FitzRoy in the past: this allowed me to finally cache OBSEL writes at (roughly) the appropriate position, while still rendering the screen at a different point. I render the screen at H=512, and cache OBSEL at H=1152. May not be hardware accurate, but it allows Adv. of Dr. Franken + Winter Olympics + Mega Lo Mania to all work as expected, all at the same time. It wasn't 100% exactly how I wanted to do things ... but I'm really happy about this de-coupling. I've always been a purist when it comes to implementing processor cores independently of one another, and it's always bothered me greatly the way the CPU controlled the PPU and its counters. With the above changes, I've eliminated the four ppu.hack config settings. I don't see much of a need for them. I've also embedded the readme and license text files. FitzRoy, I haven't had a chance to revise the readme as you were suggesting yet. Not ignoring you there, it's just low on my priority list right now. Lastly, I took FitzRoy's advice, and removed the WAV logger entirely. I'm also going to leave the screenshot capture out. At least for now ... the UI is starting to get a bit too bloated for my tastes. This is also the first uploaded WIP with the new debugging key- bindings (tracing and memory export.) I don't expect anyone here to have much use for them. Anyway, testing would be appreciated. It's very likely that the OBSEL cache position needs to be tweaked further. I recall LotR or something also had issues with caching in the past ... but I couldn't find the game at ::ahem:: the used game shop ... to test it. I think there were other games that had different behavior based on the old obsel_cache setting, too. Would be good to make sure they all work as expected. EDIT: Ah, "JRR Tolkein's LotR", bah. Yeah, no sprite flickering with the new WIP. Also, speed hit only seems to affect Core 2's. No frame drop on my Athlon. Probably something to do with locality of reference or somesuch. Modern processors are too damned complicated :P So then, assuming nobody spots any bugs ... how about a new release tomorrow? [No archive available] |
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byuu | a721c7e91b |
Update to bsnes v037r06? release.
What about calling the "Default" button on the paths window "Auto" instead? And no, label text does not wrap. That's why I have the forced line breaks. New WIP: - fixes the tiledata cache glitch for Super Buster Bros V1.0; possibly others - adds updated nall templates: copy constructor vector class with amortized constant growth being the most notable change. Resisted the CC approach before because it's slower; but the amortized growth avoids most of the overhead, and I'd rather do things through the CC than possibly change the internal object memory base address transparently (invalidating self-pointers and such.) - adds snes.hide_light_cursors or something similar for Panzer88 Panzer88, I'd appreciate input on the last one. My fear is that because the system is 100% relative, if you move your Wii remote too far to the side, it will appear to "throw off" the alignment after the cursor sticks to one end. Only way around that would be to use absolute positioning. It'd be really difficult to support both relative and absolute systems at the same time, due to the way the drivers work. Absolute cannot work with the mouse by its very design, and it'd be sketchy with different window sizes and such for the light guns. And even if no game uses it -- it _is_ possible to use a mouse on port 1, and a scope on port 2. [No archive available] |
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byuu | 14bd3077e5 |
Update to bsnes v037r02? release.
New WIP. If anyone on Linux uses this one, be careful. I'm not entirely sure, but I think my style changes may be affecting the entire theme and not just bsnes. I looked at example code of other popular apps that do the same thing, though. I'm not sure if it's just my imagination. Audacious' file open dialog seems narrower, but every app still has the menu-style combo-boxes ... so I don't know. But if it is changing it -- I don't know how to revert it. Not like it's a major change, anyway. F-3582, cool thanks. You have the WIP URL, right? henke37, it can't do point filtering when upscaling the image (eg the image always gets blurry.) [No archive available] |
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byuu | 7236499e2f |
Update to bsnes v037r01? release.
New WIP. For Linux users, this adds a PulseAudio driver, using <pulse/simple.h>. Debian / Ubuntu users will need to add libpulse-dev, or remove "audio.pulseaudio" from the ruby= line in the Makefile to compile now. I wasn't able to test the driver at all -- I get "Connection refused" when I call pa_simple_new(). It appears that despite having Xubuntu 8.04, it doesn't come with PulseAudio installed. Guess they lied about it on their website or something ... I could install the packages, but hearing horror stories from others -- I'd rather not. If anyone can test for me, that'd be great. Check the console for error messages. Next, I finally got around to re-doing the S-DD1 driver to eliminate the need to hook DMA transfers inside the S-CPU core to recognize decompression events. That violated my strict feelings regarding separation of cores and avoiding enslavement, even when it adds significant overhead. I'm now going with a radically different approach, that's hopefully much more like the real hardware. It explains the way $4800 / $4801 behave, as well as why fixed transfers are required, but it may not be faithful. What I do is have the S-DD1 chip spy on $43x2-$43x6, and cache the values internally. Then, whenever you read from $c0-ff:0000-ffff, it will test if $4800 & $4801 != 0. If that's the case, we look at the address requested, if it matches one of the active S-DD1 channels (eg $4800 & $4801 & (1 << channel#) != 0), then we hijack the read with decompressed data. In my implementation, I decompress the entire block on the first read, then stream from the buffer. On real hardware, it most likely starts streaming on $4801.dN enable, but that's not too feasible for a few reasons for me. Most notably the S-DD1 lib requires a size parameter. It doesn't really matter, since we know the size from $43x5,6; so it doesn't suffer the same problems the SPC7110 did. Anyway, once all the data is transferred, it will clear the channel bit from $4801. There may be some hardware differences here -- can you perform two transfers at the same time? What happens if HDMA terminates the DMA channel? These things never happen in Star Ocean or SFA2, so they'll have to be tested manually. If no channels are active or there are no address fetch matches, it invokes the MMC to return raw ROM data. All of that gives a ~1.5% speedup both to regular games and S-DD1 games. The former because DMA transfers don't have to test for the S-DD1 during every transfer; the latter because I'm using a quick lookup table (slower per fetch) in place of re-mapping the whole banks on writes to the MMC (very slow per write.) The latter was much cleaner and simpler, but I need the former to hook the decompression stuff natively. Windows binary is included, I'd appreciate if anyone could play some Star Ocean / SFA2 and look for regressions from v037a. > I'm just so used to seeing everyone having a "Close" button in their > configuration dialogs I figured bsnes would have one. It just now > that I looked around that I realised that only some of the > configuration "panels" actually have buttons. Ah, I see what you mean. Sorry. I can add one if you want, I suppose. [No archive available] |
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byuu | 9b03874f32 |
Update to bsnes v037a release.
[No changelog available] |
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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) |
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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] |
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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] |
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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] |
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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] |
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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] |
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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] |
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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] |
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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] |
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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] |
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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] |
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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] |
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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] |