bsnes/higan/fc/cartridge/board
Tim Allen ccd8878d75 Update to v099r07 release.
byuu says:

Changelog:
- (hopefully) fixed BS Memory and Sufami Turbo slot loading
- ported GB, GBA, WS cores to use nall/vfs
- completely removed loadRequest, saveRequest functionality from
  Emulator::Interface and ui-tomoko
  - loadRequest(folder) is now load(folder)
- save states now use a shared Emulator::SerializerVersion string
  - whenever this is bumped, all older states will break; but this makes
    bumping state versions way easier
  - also, the version string makes it a lot easier to identify
    compatibility windows for save states
- SNES PPU now uses uint16 vram[32768] for memory accesses [hex_usr]

NOTE: Super Game Boy loading is currently broken, and I'm not entirely
sure how to fix it :/
The file loading handoff was -really- complicated, and so I'm kind of
at a loss ... so for now, don't try it.
Everything else should theoretically work, so please report any bugs
you find.

So, this is pretty much it. I'd be very curious to hear feedback from
people who objected to the old nall/stream design, whether they are
happy with the new file loading system or think it could use further
improvements.

The 16-bit VRAM turned out to be a wash on performance (roughly the same
as before. 1fps slower on Zelda 3, 1fps faster on Yoshi's Island.) The
main reason for this was because Yoshi's Island was breaking horribly
until I changed the vramRead, vramWrite functions to take uint15 instead
of uint16.

I suspect the issue is we're using uint16s in some areas now that need
to be uint15, and this game is setting the VRAM address to 0x8000+,
causing us to go out of bounds on memory accesses.

But ... I want to go ahead and do something cute for fun, and just because
we can ... and this new interface is so incredibly perfect for it!! I
want to support an SNES unit with 128KiB of VRAM. Not out of the box,
but as a fun little tweakable thing. The SNES was clearly designed to
support that, they just didn't use big enough VRAM chips, and left one
of the lines disconnected. So ... let's connect it anyway!

In the end, if we design it right, the only code difference should be
one area where we mask by 15-bits instead of by 16-bits.
2016-06-24 22:09:30 +10:00
..
bandai-fcg.cpp Update to v099r04 release. 2016-06-18 16:04:32 +10:00
board.cpp Update to v099r07 release. 2016-06-24 22:09:30 +10:00
board.hpp Update to v099r05 release. 2016-06-20 21:00:32 +10:00
konami-vrc1.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
konami-vrc2.cpp Update to v096r05 release. 2016-01-12 22:08:34 +11:00
konami-vrc3.cpp Update to v096r05 release. 2016-01-12 22:08:34 +11:00
konami-vrc4.cpp Update to v096r05 release. 2016-01-12 22:08:34 +11:00
konami-vrc6.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
konami-vrc7.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
nes-axrom.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
nes-bnrom.cpp Update to v096r05 release. 2016-01-12 22:08:34 +11:00
nes-cnrom.cpp Update to v096r05 release. 2016-01-12 22:08:34 +11:00
nes-exrom.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
nes-fxrom.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
nes-gxrom.cpp Update to v096r05 release. 2016-01-12 22:08:34 +11:00
nes-hkrom.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
nes-nrom.cpp Update to v096r05 release. 2016-01-12 22:08:34 +11:00
nes-pxrom.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
nes-sxrom.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
nes-txrom.cpp Update to v096r01 release. 2015-12-30 17:54:59 +11:00
nes-uxrom.cpp Update to v096r05 release. 2016-01-12 22:08:34 +11:00
sunsoft-5b.cpp Update to v099r04 release. 2016-06-18 16:04:32 +10:00