• Screwtape's avatar
    Update to v102r02 release. · bdc100e1
    Screwtape authored
    byuu says:
      - I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it
          - if it's really invalid C++, then GCC needs to stop accepting it
            in strict `-std=c++14` mode
      - Emulator::Interface::Information::resettable is gone
      - Emulator::Interface::reset() is gone
      - FC, SFC, MD cores updated to remove soft reset behavior
      - split GameBoy::Interface into GameBoyInterface,
      - split WonderSwan::Interface into WonderSwanInterface,
      - PCE: fixed off-by-one scanline error [hex_usr]
      - PCE: temporary hack to prevent crashing when VDS is set to < 2
      - hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#)
        types to (u)int_(#)t types
      - icarus: replaced usage of unique with strip instead (so we don't
        mess up frameworks on macOS)
      - libco: added macOS-specific section marker [Ryphecha]
    So ... the major news this time is the removal of the soft reset
    behavior. This is a major!! change that results in a 100KiB diff file,
    and it's very prone to accidental mistakes!! If anyone is up for
    testing, or even better -- looking over the code changes between v102r01
    and v102r02 and looking for any issues, please do so. Ideally we'll want
    to test every NES mapper type and every SNES coprocessor type by loading
    said games and power cycling to make sure the games are all cleanly
    resetting. It's too big of a change for me to cover there not being any
    issues on my own, but this is truly critical code, so yeah ... please
    help if you can.
    We technically lose a bit of hardware documentation here. The soft reset
    events do all kinds of interesting things in all kinds of different
    chips -- or at least they do on the SNES. This is obviously not ideal.
    But in the process of removing these portions of code, I found a few
    mistakes I had made previously. It simplifies resetting the system state
    a lot when not trying to have all the power() functions call the reset()
    functions to share partial functionality.
    In the future, the goal will be to come up with a way to add back in the
    soft reset behavior via keyboard binding as with the Master System core.
    What's going to have to happen is that the key binding will have to send
    a "reset pulse" to every emulated chip, and those chips are going to
    have to act independently to power() instead of reusing functionality.
    We'll get there eventually, but there's many things of vastly greater
    importance to work on right now, so it'll be a while. The information
    isn't lost ... we'll just have to pull it out of v102 when we are ready.
    Note that I left the SNES reset vector simulation code in, even though
    it's not possible to trigger, for the time being.
    Also ... the Super Game Boy core is still disconnected. To be honest, it
    totally slipped my mind when I released v102 that it wasn't connected
    again yet. This one's going to be pretty tricky to be honest. I'm
    thinking about making a third GameBoy::Interface class just for SGB, and
    coming up with some way of bypassing platform-> calls when in this
settings.h 948 Bytes