1. 22 Jan, 2017 1 commit
    • 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
  2. 14 Sep, 2016 1 commit
    • Screwtape's avatar
      Update to v101r18 release. · c6fc15f8
      Screwtape authored
      byuu says:
        - added 30 new PAL games to icarus (courtesy of Mikerochip)
        - new version of libco no longer requires mprotect nor W|X permissions
        - nall: default C compiler to -std=c11 instead of -std=c99
        - nall: use `-fno-strict-aliasing` during compilation
        - updated nall/certificates (hopefully for the last time)
        - updated nall/http to newer coding conventions
        - nall: improve handling of range() function
      I didn't really work on higan at all, this is mostly just a release
      because lots of other things have changed.
      The most interesting is `-fno-strict-aliasing` ... basically, it joins
      `-fwrapv` as being "stop the GCC developers from doing *really* evil
      shit that could lead to security vulnerabilities or instabilities."
      For the most part, it's a ~2% speed penalty for higan. Except for the
      Sega Genesis, where it's a ~10% speedup. I have no idea how that's
      possible, but clearly something's going very wrong with strict aliasing
      on the Genesis core.
      So ... it is what it is. If you need the performance for the non-Genesis
      cores, you can turn it off in your builds. But I'm getting quite sick of
      C++'s "surprises" and clever compiler developers, so I'm keeping it on
      in all of my software going forward.