byuu says:
This WIP substantially restructures the ruby API for the first time
since that project started.
It is my hope that with this restructuring, destruction of the ruby
objects should now be deterministic, which should fix the crashing on
closing the emulator on Linux. We'll see I guess ... either way, it
removed two layers of wrappers from ruby, so it's a pretty nice code
cleanup.
It won't compile on Windows due to a few issues I didn't see until
uploading the WIP, too lazy to upload another. But I fixed all the
compilation issues locally, so it'll work on Windows again with the next
WIP (unless I break something else.)
(Kind of annoying that Linux defines glActiveTexture but Windows
doesn't.)
byuu says:
Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
[Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
(requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
/ ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
refactoring to date)
One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
byuu says:
Basically just a project rename, with s/bsnes/higan and the new icon
from lowkee added in.
It won't compile on Windows because I forgot to update the resource.rc
file, and a path transform command isn't working on Windows.
It was really just meant as a starting point, so that v091 WIPs can flow
starting from .00 with the new name (it overshadows bsnes v091, so
publicly speaking this "shouldn't exist" and will probably be deleted
from Google Code when v092 is ready.)
byuu says:
Most notably, this release adds Nintendo DS emulation. The Nintendo DS
module was written entirely by Cydrak, so please give him all of the
credit for it. I for one am extremely grateful to be allowed to use his
module in bsnes.
The Nintendo DS emulator's standalone name is dasShiny. You will need
the Nintendo DS firmware, which I cannot provide, in order to use it. It
also cannot (currently?) detect the save type used by NDS games. As
such, manifest.xml files must be created manually for this purpose. The
long-term plan is to create a database of save types for each game.
Also, you will need an analog input device for the touch screen for now
(joypad axes work well.)
There have also been a lot of changes from my end: a unified
manifest.xml format across all systems, major improvements to SPC7110
emulation, enhancements to RTC emulation, MSU1 enhancements, icons in
the file browser list, improvements to SNES coprocessor memory mapping,
cleanups and improvements in the libraries used to build bsnes, etc.
I've also included kaijuu (which allows launching game folders directly
with bsnes) and purify (which allows opening images that are compressed,
have copier headers, and have wrong extensions); both of which are fully
GUI-based.
This release only loads game folders, not files. Use purify to load ROM
files in bsnes.
Note that this will likely be the last release for a long time, and that
I will probably rename the emulator for the next release, due to how
many additional systems it now supports.
byuu says:
Changelog:
- removed bsnes/supergameboy (libgameboy -> libgambatte binding)
- added direct ICD2-R coprocessor emulation
- linked in bgameboy to the ICD2-R module
- Makefile removes -Isnes, all files adjusted from <name.hpp> to
<snes/name.hpp> [relic from asnes split]
You can now play Super Game Boy games with the core bsnes library.
The source tarball also included empty obj/ and out/ directories which
git does not support.
byuu says:
Project started, so basically everything is new.
It's basically a rough skeleton that mimics bsnes project structure.
Eventually the src/gameboy folder will be copied into bsnes-official and
used by the chip/supergameboy core.
The middleware layer (supergameboy/interface) will be merged into a new
chip/icd2 folder that will represent direct Super Game Boy emulation in
the future.
At least, if all goes according to plan.
There is a simple GUI that can load ROMs, but do nothing after it. It's
not hooked up to ruby yet.
There is a basic system class and interface to expose the
video/audio/input functions.
There is a basic memory bus that doesn't support any MBCs yet.
There is a CPU skeleton that only handles easy read/write access to the
CPU registers (AF is a really fucked up register.)
The core is not hooked up to libco yet, but I intend for it to be, so
that I can run the CPU + LCD how I like.
If it turns out the LCD+audio is easily enslavable, then I'll probably
drop libco and just run it like a regular emulator, using a thread
wrapper around it in bsnes only. We'll see.
The CPU doesn't actually support any opcodes, and loading a ROM won't
actually execute anything.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
byuu says:
This fixes libsnes and debugger builds, and collapses bsnes/ppu/bppu to
bsnes/ppu and bsnes/dsp/sdsp to bsnes/dsp. It also introduces
bsnes/sync.sh, which will synchronize all of asnes/ with bsnes/,
excepting the custom speed-focused modules. So far, that's bsnes/ppu
(scanline renderer) and bsnes/dsp (state machine.)
Should make keeping the two ports in sync much, much easier. It's
basically the same thing as before, only you run sync.sh and have a few
duplicated folders now. May make it clearer by creating a stub/ or src/
folder inside bsnes to do all of the copying, so that you only see the
custom folders in bsnes/' root directory.
This release greatly polishes the user interface, adds a new cheat code search utility, adds the snesfilter library, and adds Qt-based GUI support to both snesfilter and snesreader. snesfilter gains 2xSaI, Super 2xSaI and Super Eagle support, plus full configuration for both the NTSC and scanline filters; and snesreader gains support support for multi-file ROM archives (eg GoodMerge sets.)
Statically linking Qt to bsnes, snesfilter and snesreader would be too prohibitive size-wise (~10MB or so.) I have to link dynamically so that all three can share the same Qt runtime, which gets all of bsnes and its modules to ~1MB (including the debugger build); and Qt itself to about ~2.5MB.
However, there is some bad news. There's a serious bug in MinGW 4.4+, where it is not generating profile-guided input files (*.gcno files.) There is also a serious bug in Qt 4.5.2/Windows when using dynamic linking: the library is hanging indefinitely, forcing me to manually terminate the process upon exit. This prevents the creation of profile-guided output files (*.gcda files.) It would be tough enough to work around one, but facing both of these issues at once is too much.
I'm afraid I have no choice but to disable profile-guided optimizations until these issues can be addressed. I did not know about these bugs until trying to build the official v053 release, so it's too late to revert to an all-in-one binary now. And I'm simply not willing to stop releasing new builds because of bugs in third-party software. As soon as I can work around this, I'll post a new optimized binary. In the mean time, despite the fact that this release is actually more optimized, please understand that the Windows binary will run approximately ~10% slower than previous releases. I recommend keeping v052 for now if you need the performance. Linux and OS X users are unaffected.
Changelog:
- save RAM is initialized to 0xff again to work around Ken Griffey Jr Baseball issue
- libco adds assembly-optimized targets for Win64 and PPC-ELF [the latter courtesy of Kernigh]
- libco/x86 and libco/amd64 use pre-assembled blocks now, obviates need for custom compilation flags
- added a new cheat code search utility to the tools menu
- separated filters from main bsnes binary to libsnesfilter / snesfilter.dll
- added 2xSaI, Super 2xSaI and Super Eagle filters [kode54]
- added full configuration settings for NTSC and scanline filters (12+ new options)
- further optimized HQ2x filter [blargg]
- added Vsync support to the Mac OS X OpenGL driver
- added folder creation button to custom file load dialog
- fixed a few oddities with loading of "game folders" (see older news for an explanation on what this is)
- updated to blargg's file_extractor v1.0.0
- added full support for multi-file archives (eg GoodMerge sets)
- split multi-cart loading again (BS-X, Sufami Turbo, etc) as required for multi-file support
- cleaned up handling of file placement detection for save files (.srm, .cht, etc)
- file load dialog now remembers your previous folder path across runs even without a custom games folder assigned
- windows now save their exact positioning and size across runs, they no longer forcibly center
- menus now have radio button and check box icons where appropriate
- debugger's hex editor now has a working scrollbar widget
- added resize splitter to settings and tools windows
- worked around Qt style sheet bug where subclassed widgets were not properly applying style properties
A new version of bsnes has been released. It contains a few minor emulation fixes, as well as user interface improvements. Behind the scenes, the source has been cleaned up more in preparation for running the CPU and PPU (video processor) separately from each other (eg with no enslavement.) This is required for implementing a clock cycle based PPU renderer.
- Greatly improved invalid DMA transfer behavior, should be nearly perfect now
- Major code cleanup -- most importantly, almost all PPU timing-related settings moved back to PPU, from CPU
- Added option to auto-detect file type by inspecting file headers rather than file extensions
- Rewrote video filter system to move it out of the emulation core -- HQ2x and Scale2x will work even in hires and interlace modes now, 50% scanline filter added
- Re-added bsnes window icon
- Added new controller graphic when assigning joypad keys [FitzRoy]
- Redundant "Advanced" panel settings which can be configured via the GUI are no longer displayed
- Improved speed regulation settings
- XP and Vista themes will now apply to bsnes controls
- Added "Path Settings" window to allow easy selection of default file directories
- Tab key now mostly works throughout most of the GUI (needs improvement)
- Main window will no longer disappear when setting a video multipler which results in a window size larger than the current desktop resolution
- Added two new advanced options: one to control GUI window opacity, and one to adjust the statusbar text
Changelog:
- OpenGL (with hardware filter mode support) and SDL video drivers added to Linux port
- OpenAL (with speed regulation disable support) and OSS audio drivers added to Linux port [Nach]
- SDL input driver (with joypad support) added to Linux port
- Emulator pause option added
- Added option to select behavior of bsnes when idle: allow input, ignore input or pause emulator
- Added support to remap common GUI actions to key/joypad presses on the "Input Configuration" screen
- bsnes will now clamp the video output size when it is larger than the screen resolution
- GUI library has been enhanced, and renamed to hiro
- Fullscreen mode now always centers video, rather than approximates
- Fullscreen mode now works correctly on Linux/Openbox
- Extra layer of abstraction in src/ui has been removed, as GUI lib unifies all ports anyway
- Video, audio and input drivers unified into standard library, named ruby
- All custom headers have been merged into a new template library, named nall
- Makefile rewritten, vastly improved. Allows quick toggling of compiled-in drivers
- Makefile: all object files now placed in /src/obj, binary placed in /
- libco greatly enhanced, no longer requires an assembler to build [byuu, blargg, Nach]
- libco SJLJ driver added; bsnes should now build on any Unix-derivative now (Solaris, OS X, PS3, etc) [Nach]
- Fixed register $213e.d4 PPU1 open bus behavior [zones]
- Windows port will not activate screensaver while bsnes is running [Nightcrawler]
- Visual C++ target no longer requires stdint.h
- And lots more -- mostly code refactoring related
This version replaces libui with miu -- a new GUI wrapper library, and cleans up large portions of the source code.
Unfortunately, the GUI rewrite took far, far longer than I ever imagined. As a result, no work has gone into the core emulation for this version. But with the GUI rewrite out of the way, that should change in the near future. And thanks to the new UI library, I can now begin work on adding a cross-platform debugger to bsnes, at long last.
Changelog:
- Major source code cleanup (lib/, ui/miu/, ui/vai/)
- Cheat code editor was broken in v0.026, this is now fixed
- Cheat code file format simplified for human readability
- Makefile install target improvements [belegdol]
- libui replaced with miu GUI library
- Custom video / audio / input drivers replaced with vai HW library
- ppc and ppc64 libco targets added [Vas Crabb]
- x86 and x86-64 libco targets now work on OS X [Lucas Newman]