1. 31 Aug, 2017 3 commits
  2. 30 Aug, 2017 2 commits
    • Screwtape's avatar
      Sufami Turbo carts are not memory paks! · 6b8c003f
      Screwtape authored
      6b8c003f
    • Screwtape's avatar
      Update to v104r08 release. · 25bda4f1
      Screwtape authored
      byuu says:
      
      Changelog:
      
        - processor/upd96050: code cleanups
        - processor/upd96050: improved emulation of S1/OV1 flags [thanks to
          Cydrak, Lord Nightmare]
        - tomoko/settings/audio: reduced the size of the frequency/latency
          combo boxes to show longer device driver names
      
      Errata: I need to clear regs.sr in uPD96050::power()
      
      Note: the S1/OV1 emulation is likely not 100% correct yet, but it's a
      step in the right direction. No SNES games actually use S1/OV1, so this
      shouldn't result in any issues, I'd just like to have this part of the
      chip emulated correctly.
      25bda4f1
  3. 29 Aug, 2017 3 commits
  4. 28 Aug, 2017 1 commit
    • Screwtape's avatar
      Update to v104r07 release. · 9c25f128
      Screwtape authored
      byuu says:
      
      Changelog:
      
        - md/vdp: added VIP bit to status register; fixes Cliffhanger
        - processor/m68k/disassembler: added modes 7 and 8 to LEA address
          disassembly
        - processor/m68k/disassembler: enhanced ILLEGAL to display LINEA/LINEF
          $xxx variants
        - processor/m68k: ILLEGAL/LINEA/LINEF do not modify the stack
          register; fixes Caeser no Yabou II
        - icarus/sfc: request sgb1.boot.rom and sgb2.boot.rom separately; as
          they are different
        - icarus/sfc: removed support for external firmware when loading ROM
          images
      
      The hack to run Mega Drive Ballz 3D isn't in place, as I don't know if
      it's correct, and the graphics were corrupted anyway.
      
      The SGB boot ROM change is going to require updating the icarus database
      as well. I will add that in when I start dumping more cartridges here
      soon.
      
      Finally ... I explained this already, but I'll do so here as well: I
      removed icarus' support for loading SNES coprocessor firmware games with
      external firmware files (eg dsp1.program.rom + dsp1.data.rom in the same
      path as supermariokart.sfc, for example.)
      
      I realize most are going to see this as an antagonizing/stubborn move
      given the recent No-Intro discussion, and I won't deny that said thread
      is why this came to the forefront of my mind. But on my word, I honestly
      believe this was an ineffective solution for many reasons not related to
      our disagreements:
      
       1. No-Intro distributes SNES coprocessor firmware as a merged file, eg
          "DSP1 (World).zip/DSP1 (World).bin" -- icarus can't possibly know
          about every ROM distribution set's naming conventions for firmware.
          (Right now, it appears GoodSNES and NSRT are mostly dead; but there
          may be more DATs in the future -- including my own.)
       2. Even if the user obtains the firmware and tries to rename it, it
          won't work: icarus parses manifests generated by the heuristics
          module and sees two ROM files: dsp1.program.rom and dsp1.data.rom.
          icarus cannot identify a file named dsp1.rom as containing both
          of these sub-files. Users are going to have to know how to split
          files, which there is no way to do on stock Windows. Merging files,
          however, can be done via `copy /b supermariokart.sfc+dsp1.rom
          supermariokartdsp.sfc`; - and dsp1.rom can be named whatever now.
          I am not saying this will be easy for the average user, but it's
          easier than splitting files.
       3. Separate firmware breaks icarus' database lookup. If you have
          pilotwings.sfc but without firmware, icarus will not find a match
          for it in the database lookup phase. It will then fall back on
          heuristics. The heuristics will pick DSP1B for compatibility with
          Ballz 3D which requires it. And so it will try to pull in the
          wrong firmware, and the game's intro will not work correctly.
          Furthermore, the database information will be unavailable, resulting
          in inaccurate mirroring.
      
      So for these reasons, I have removed said support. You must now load
      SNES coprocessor games into higan in one of two ways: 1) game paks with
      split files; or 2) SFC images with merged firmware.
      
      If and when No-Intro deploys a method I can actually use, I give you all
      my word I will give it a fair shot and if it's reasonable, I'll support
      it in icarus.
      9c25f128
  5. 26 Aug, 2017 2 commits
    • Screwtape's avatar
      More cleanups. · c2732975
      Screwtape authored
      c2732975
    • Screwtape's avatar
      Update to v104r06 release. · afa8ea61
      Screwtape authored
      byuu says:
      
      Changelog:
      
        - gba,ws: removed Thread::step() override¹
        - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not
          by one²
        - tomoko: created new initialize(Video,Audio,Input)Driver() functions³
        - ruby/audio: split Audio::information into
          Audio::available(Devices,Frequencies,Latencies,Channels)³
        - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)()
          functions for consistency with other cores
      
      ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to
      SuperMikeMan for pointing out the underlying cause.
      
      ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more
      games.
      
      ³: this is the big change: so there was a problem with WASAPI where
      you might change your device under the audio settings panel. And your
      new device may not support the frequency that your old device used. This
      would end up not updating the frequency, and the pitch would be
      distorted.
      
      The old Audio::information() couldn't tell you what frequencies,
      latencies, or channels were available for all devices simultaneously, so
      I had to split them up. The new initializeAudioDriver() function
      validates you have a correct driver, or it defaults to none. Then it
      validates a correct device name, or it defaults to the first entry in
      the list. Then it validates a correct frequency, or defaults to the
      first in the list. Then finally it validates a correct latency, or
      defaults to the first in the list.
      
      In this way ... we have a clear path now with no API changes required to
      select default devices, frequencies, latencies, channel counts: they
      need to be the first items in their respective lists.
      
      So, what we need to do now is go through and for every audio driver that
      enumerates devices, we need to make sure the default device gets added
      to the top of the list. I'm ... not really sure how to do this with most
      drivers, so this is definitely going to take some time.
      
      Also, when you change a device, initializeAudioDriver() is called again,
      so if it's a bad device, it will disable the audio driver instead of
      continuing to send samples at it and hoping that the driver blocked
      those API calls when it failed to initialize properly.
      
      Now then ... since it was a decently-sized API change, it's possible
      I've broken compilation of the Linux drivers, so please report any
      compilation errors so that I can fix them.
      afa8ea61
  6. 25 Aug, 2017 1 commit
  7. 24 Aug, 2017 6 commits
    • Screwtape's avatar
      Update to v104r05 release. · b38a6571
      Screwtape authored
      byuu says:
      
      Changelog:
      
        - emulator/random: new array function with more realistic RAM
          initializations
        - emulator/random: both low and high entropy register initializations
          now use PCG
        - gba/player: rumble will time out and disable after being left on for
          500ms; fixes Pokemon Pinball issue
        - ruby/input/udev: fixed rumble effects [ma\_rysia]
        - sfc/system: default to low-entropy randomization of memory
      
      The low-entropy memory randomization is modeled after one of my SHVC
      2/1/3 systems. It generates striped patterns in memory, using random
      inputs (biased to 0x00/0xff), and has a random chance of corrupting 1-2
      bits of random values in the pool of memory (to prevent easy emulator
      detection and to match observed results on hardware.)
      
      The reasoning for using PCG on register initializations, is that I don't
      believe they're going to have repeating patterns like RAM does anyway.
      And register initializations are way more vital.
      
      I want to have the new low-entropy RAM mode tested, so at least for the
      next few WIPs, I've set the SNES randomization over to low-entropy.
      We'll have to have a long discussion and decide whether we want official
      releases to use high-entropy or low-entropy.
      
      Also, I figured out the cause of the Prince of Persia distortion ... I
      had the volume under the audio settings tab set to 200%. I didn't
      realize there were SNES games that clipped so easily, given how
      incredibly weak SNES audio is compared to every other sound source on my
      PC. So with no entropy or low-entropy, indeed the game now sounds just
      fine.
      
      I can't actually test the udev fixes, so I guess we'll see how that goes
      for Screwtape and ma\_rysia.
      b38a6571
    • Screwtape's avatar
      Another doc cleanup. · a8f2bfc5
      Screwtape authored
      a8f2bfc5
    • Screwtape's avatar
      Revert an accidental ruby change. · d060904b
      Screwtape authored
      I made a change to ruby/input/joypad/udev.cpp while diagnosing a problem
      with higan's rumble behaviour on Linux, and accidentally committed it
      in 15b3dc8b as part of a documentation
      change.
      d060904b
    • Screwtape's avatar
      Clean up the higan Settings docs. · 56293c58
      Screwtape authored
      56293c58
    • Screwtape's avatar
      More cleanups and revision. · 15b3dc8b
      Screwtape authored
      15b3dc8b
    • Screwtape's avatar
      Update to v104r04 release. · d621136d
      Screwtape authored
      byuu says:
      
      Changelog:
      
        - higan/emulator: added new Random class with three entropy settings:
          none, low, and high
        - md/vdp: corrected Vcounter readout in interlace mode [MoD]
        - sfc: updated core to use the new Random class; defaults to high
          entropy
      
      No entropy essentially returns 0, unless the random.bias(n) function is
      called, in which case, it returns n. In this case, n is meant to be the
      "logical/ideal" default value that maximizes compatibility with games.
      
      Low entropy is a very simple entropy modeled after RAM initialization
      striping patterns (eg 32 0x00s, followed by 32 0xFFs, repeating
      throughout.) It doesn't "glitch" like real hardware does on rare
      occasions (parts of the pattern being broken from time to time.) It also
      only really returns 0 or ~0. So the entropy is indeed extremely low, and
      not very useful at all for detecting bugs. Over time, we can try to
      improve this, of course.
      
      High entropy is PCG. This replaces the older, lower-entropy and more
      predictable, LFSR. PCG should be more than enough for emulator
      randomness, while still being quite fast.
      
      Unfortunately, the bad news ... both no entropy and low entropy fix the
      Konami logo popping sound in Prince of Persia, but all three entropy
      settings still cause the distortion in-game, especially evident at the
      title screen. So ... this may be a more serious bug than first
      suspected.
      d621136d
  8. 23 Aug, 2017 12 commits
  9. 22 Aug, 2017 3 commits
    • Screwtape's avatar
      Update to v104r03 release. · d13f1dd9
      Screwtape authored
      byuu says:
      
      Changelog:
      
        - md/vdp: added full interlace emulation [byuu, Sik, Eke, Mask of
          Destiny]
        - md/vdp: fix an issue with overscan/highlight when setting was
          disabled [hex\_usr]
        - md/vdp: serialize field, and all oam/objects state
        - icarus/md: do not enable RAM unless header 0x1b0-1b1 == "RA"
          [hex\_usr]
      
      I really can't believe how difficult the interlace support was to add. I
      must have tried a hundred combinations of adjusting Y, Vscroll, tile
      addressing, heights, etc. Many of the changes were a wash that improved
      some things, regressed others.
      
      In the end I ended up needing input from three different people to
      implement what should have been trivial. I don't know if the Mega Drive
      is just that weird, if I've declined that much in skill since the days
      when I implemented SNES interlace, or if I've just never been that good.
      
      But either way, I'm disappointed in myself for not being able to figure
      either this or shadow/highlight out on my own. Yet I'm extremely
      grateful to my friends for helping carry me when I get stuck.
      
      Since it wasn't ever documented before, I'm going to try and document
      the changes necessary to implement interlace mode for any future
      emudevs.
      d13f1dd9
    • Screwtape's avatar
      Fix all the broken links. · 89764381
      Screwtape authored
      Also, some of the text in the higan and icarus settings docs wanted to
      link to a discussion of why we ignore manifests by default; now we have
      such a thing.
      89764381
    • Screwtape's avatar
      Update to v104r02 release. · 11357169
      Screwtape authored
      byuu says:
      
      Changelog:
      
        - md/vdp: backgrounds always update priority bit output [Cydrak]
        - md/vdp: vcounter.d0 becomes vcounter.d8 in interlace mode 3
        - md/vdp: return field number in interlace modes from status register
        - md/vdp: rework scanline/frame counting in main loop so first frame
          won't clock to field 1 instead of field 0
        - md/vdp: add support for shadow/highlight mode; optimize to minimal
          code [Cydrak]
        - md/vdp: update outputPixel() to support interlace modes
        - sfc/cpu: auto joypad polling start should clear the shift registers;
          fixes Nuke (PD)
            - thanks to BMF54123 for this bug report
        - tomoko: if an invalid video/audio/input driver is found in the
          configuration file, it's reset to "None"
            - prevents showing the wrong driver under advanced settings; no
              longer requires possibly two reboots to fix
      
      Note: the Mega Drive interlace mode 1 should be working fully, but I
      don't know any games that use it. Interlace mode 3 (Sonic 2's two-player
      mode) does not work at all yet, but this is a good start.
      11357169
  10. 21 Aug, 2017 3 commits
  11. 18 Aug, 2017 3 commits
    • Screwtape's avatar
      Update to v104r01 release. · 366e9ceb
      Screwtape authored
      byuu says:
      
      Changelog:
      
        - gba/cpu: synchronize to the PPU, not oneself, when the CPU is
          stopped
            - this bug was patched in the official v104 release; but not in
              the .tar.xz archive
        - ms/vdp: backdrop color is on the second 16-entry palette, not the
          first [hex\_usr]
        - ms/vdp: fix background color 0 priority; fixes Alex Kidd in High
          Tech World text boxes [hex\_usr]
        - tomoko: choose first option when loading files via the command-line
          [hex\_usr]
        - icarus: lo/hi RAM addressing was backwards; M68K is big endian;
          fixes save files in Sonic 3
      
      Many thanks to hex\_usr for the Master System / Game Gear VDP fix.
      That's a tricky system to get good technical information on. The fix
      should be correct, but please report if you spot any regressions just in
      case.
      366e9ceb
    • Screwtape's avatar
      Add a link to the bsnes-mercury fork. · 58d70c7c
      Screwtape authored
      Also, sort the list of forks by the version they forked from.
      58d70c7c
    • Screwtape's avatar
      Break "Manifests and Game Folders" into two articles. · d0b90d0b
      Screwtape authored
      Also, substantially re-work each of them.
      d0b90d0b
  12. 14 Aug, 2017 1 commit