Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 14:08:38 +10:00
|
|
|
#ifndef SNES_HPP
|
|
|
|
#define SNES_HPP
|
|
|
|
|
2012-02-06 23:03:45 +11:00
|
|
|
#include <base/base.hpp>
|
|
|
|
|
Updated to v067r21 release.
byuu says:
This moves toward a profile-selection mode. Right now, it is incomplete.
There are three binaries, one for each profile. The GUI selection
doesn't actually do anything yet. There will be a launcher in a future
release that loads each profile's respective binary.
I reverted away from blargg's SMP library for the time being, in favor
of my own. This will fix most of the csnes/bsnes-performance bugs. This
causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on
32-bit platforms. I hope to be able to regain that speed in the future,
I may also experiment with creating my own fast-SMP core which drops bus
hold delays and TEST register support (never used by anything, ever.)
Save states now work in all three cores, but they are not
cross-compatible. The profile name is stored in the description field of
the save states, and it won't load a state if the profile name doesn't
match.
The debugger only works on the research target for now. Give it time and
it will return for the other targets.
Other than that, let's please resume testing on all three once again.
See how far we get this time :)
I can confirm the following games have issues on the performance
profile:
- Armored Police Metal Jacket (minor logo flickering, not a big deal)
- Chou Aniki (won't start, so obviously unplayable)
- Robocop vs The Terminator (major in-game flickering, unplayable)
Anyone still have that gigantic bsnes thread archive from the ZSNES
forum? Maybe I posted about how to fix those two broken games in there,
heh.
I really want to release this as v1.0, but my better judgment says we
need to give it another week. Damn.
2010-10-20 22:22:44 +11:00
|
|
|
namespace SNES {
|
|
|
|
namespace Info {
|
|
|
|
static const char Name[] = "bsnes";
|
Update to v084r01 release.
I rewrote the S-SMP processor core (implementation of the 256 opcodes),
utilizing my new 6502-like syntax. It matches what bass v05r01 uses.
Took 10 hours.
Due to being able to group the "mov reg,mem" opcodes together with
"adc/sbc/ora/and/eor/cmp" sets, the total code size was reduced from
55.7KB to 42.5KB for identical accuracy and speed.
I also dropped the trick I was using to pass register variables as
template arguments, and instead just use a switch table to pass them as
function arguments. Makes the table a lot easier to read.
Passes all of my S-SMP tests, and all of blargg's
arithmetic/cycle-timing S-SMP tests. Runs Zelda 3 great as well. Didn't
test further.
This does have the potential to cause some regressions if I've messed
anything up, and none of the above tests caught it, so as always,
testing would be appreciated.
Anyway, yeah. By writing the actual processor with this new mnemonic
set, it confirms the parallels I've made.
My guess is that Sony really did clone the 6502, but was worried about
legal implications or something and changed the mnemonics last-minute.
(Note to self: need to re-enable snes.random before v085 official.)
EDIT: oh yeah, I also commented out the ALSA snd_pcm_drain() inside
term(). Without it, there is a tiny pop when the driver is
re-initialized. But with it, the entire emulator would lock up for five
whole seconds waiting on that call to complete. I'll take the pop any
day over that.
2011-11-17 23:05:35 +11:00
|
|
|
static const unsigned SerializerVersion = 23;
|
Updated to v067r21 release.
byuu says:
This moves toward a profile-selection mode. Right now, it is incomplete.
There are three binaries, one for each profile. The GUI selection
doesn't actually do anything yet. There will be a launcher in a future
release that loads each profile's respective binary.
I reverted away from blargg's SMP library for the time being, in favor
of my own. This will fix most of the csnes/bsnes-performance bugs. This
causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on
32-bit platforms. I hope to be able to regain that speed in the future,
I may also experiment with creating my own fast-SMP core which drops bus
hold delays and TEST register support (never used by anything, ever.)
Save states now work in all three cores, but they are not
cross-compatible. The profile name is stored in the description field of
the save states, and it won't load a state if the profile name doesn't
match.
The debugger only works on the research target for now. Give it time and
it will return for the other targets.
Other than that, let's please resume testing on all three once again.
See how far we get this time :)
I can confirm the following games have issues on the performance
profile:
- Armored Police Metal Jacket (minor logo flickering, not a big deal)
- Chou Aniki (won't start, so obviously unplayable)
- Robocop vs The Terminator (major in-game flickering, unplayable)
Anyone still have that gigantic bsnes thread archive from the ZSNES
forum? Maybe I posted about how to fix those two broken games in there,
heh.
I really want to release this as v1.0, but my better judgment says we
need to give it another week. Damn.
2010-10-20 22:22:44 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-14 20:34:11 +10:00
|
|
|
/*
|
|
|
|
bsnes - SNES emulator
|
|
|
|
author: byuu
|
Update to v082r18 release.
byuu says:
There we go, the GUI is nearly feature-complete once again.
All cores now output their native video format (NES={emphasis}{palette},
SNES=BGR555, GameBoy={ bright, normal, darker, darkest }), and are
transformed to RGB555 data that is passed to the video renderer.
The video renderer then uses its internal palette to apply
brightness/contrast/gamma/ramp adjustments and outputs in RGB888 color
space.
This does add in another rendering pass, unfortunately, but it's
a necessary one for universal support.
The plan is to adapt all filters to take RGB555 input, and output RGB555
data as well. By doing this, it will be possible to stack filters.
However, it's a bit complicated: I need to plan how the stacking should
occur (eg we never want to apply scanlines before HQ2x, etc.)
Added input frequency adjustments for all three systems. I can easily
get perfect video/audio sync on all three now, hooray.
Long-term, it seems like we only really need one, and we can do
a video/audio delta to get an adjusted value. But for now, this gets the
job done.
Added audio volume adjust. I left out the balance for now, since it's
obviously impossible to balance the NES' single channel audio (I can
duplicate the channel, and do twice the filtering work, but ... why?)
I replaced NTSC/PAL TV mode selection with an "Enable Overscan"
checkbox. On, you get 240 lines on NES+SNES. Off, you get 224 lines on
NES+SNES.
Also added aspect correction box back. I don't do that gross PAL
distortion shit anymore, sorry PAL people. I just scale up the
54/47*(240/224) aspect correction for overscan off mode.
All memory is loaded and saved now, for all three systems (hooray, now
you can actually play Zelda 1&2.)
Added all of the old bsnes hotkeys, with the exception of capture
screenshot. May add again later. May come up with something a bit
different for extra features.
Re-added the NSS DIP switch setting window. Since geometry is saved,
I didn't want to auto-hide rows, so now you'll see all eight possible
DIPs, and the ones not used are grayed out.
Ultimately, nobody will notice since we only have DIPs for ActRaiser
NSS, and nobody's probably even using the XML file for that anyway.
Whatever, it's nice to have anyway.
Took FitzRoy's advice and single-item combo boxes on the input selection
are disabled, so the user doesn't waste time checking them.
I wanted to leave text so that you know there's not a problem. Qt
disabled radio box items look almost exactly like enabled ones.
Fixed lots of issues in phoenix and extended it a bit. But I was still
having trouble with radio box grouping, so I said fuck it and made the
panels show/hide based instead of append/remove based.
That's all for stuff off the checklist, I did a bunch of other things
I don't recall.
So yeah, I'd say the GUI is 100% usable now. This is my opinion on how
multi-platform GUIs should be done =)
Oh, I figure I should mention, but the NES core is GPLv3, and all future
SNES+GB releases will be as well. It's a move against Microsoft's Metro
store.
2011-09-21 00:04:43 +10:00
|
|
|
license: GPLv3
|
Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 14:08:38 +10:00
|
|
|
project started: 2004-10-14
|
2011-08-14 20:34:11 +10:00
|
|
|
*/
|
|
|
|
|
2010-08-09 23:28:56 +10:00
|
|
|
#include <libco/libco.h>
|
|
|
|
|
2012-02-06 23:03:45 +11:00
|
|
|
#if defined(GAMEBOY)
|
2012-03-19 21:27:40 +11:00
|
|
|
#include <gb/gb.hpp>
|
2012-02-06 23:03:45 +11:00
|
|
|
#endif
|
2011-01-08 20:58:41 +11:00
|
|
|
|
2010-08-09 23:28:56 +10:00
|
|
|
namespace SNES {
|
|
|
|
struct Processor {
|
|
|
|
cothread_t thread;
|
|
|
|
unsigned frequency;
|
|
|
|
int64 clock;
|
|
|
|
|
2011-10-18 21:05:29 +11:00
|
|
|
inline void create(void (*entrypoint)(), unsigned frequency) {
|
2010-08-09 23:28:56 +10:00
|
|
|
if(thread) co_delete(thread);
|
2011-10-18 21:05:29 +11:00
|
|
|
thread = co_create(65536 * sizeof(void*), entrypoint);
|
|
|
|
this->frequency = frequency;
|
2010-08-09 23:28:56 +10:00
|
|
|
clock = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void serialize(serializer &s) {
|
|
|
|
s.integer(frequency);
|
|
|
|
s.integer(clock);
|
|
|
|
}
|
|
|
|
|
2011-10-18 21:05:29 +11:00
|
|
|
inline Processor() : thread(nullptr) {
|
|
|
|
}
|
|
|
|
|
|
|
|
inline ~Processor() {
|
|
|
|
if(thread) co_delete(thread);
|
|
|
|
}
|
2010-08-09 23:28:56 +10:00
|
|
|
};
|
|
|
|
|
2011-01-08 20:58:41 +11:00
|
|
|
#include <snes/memory/memory.hpp>
|
|
|
|
#include <snes/cpu/core/core.hpp>
|
|
|
|
#include <snes/smp/core/core.hpp>
|
|
|
|
#include <snes/ppu/counter/counter.hpp>
|
Updated to 20100813 release.
byuu says:
Since we're now talking about three splits, that's getting a bit out of
hand.
This WIP combines everything back into one project again. Added the
src/fast folder that has all the speed-oriented cores.
A slight slowdown to csnes from what it was before, I'm using blargg's
accurate DSP. I just don't like the idea of releasing a less accurate
DSP core than Snes9X v1.52 has. Plus the fast DSP core doesn't serialize
yet.
I moved back to snes_spc 0.9.0 because I care more about Tales and Star
Ocean than I do about Earthworm Jim 2. So if you try EWJ2 on csnes,
expect it to sound like it does on Snes9X. In other words, don't wear
headphones if you value your hearing.
The middle-of-the-road bsnes core uses blargg's accurate DSP, because
it's about 3% faster than mine which removes all of blargg's
optimizations. There is absolutely no accuracy loss here. bsnes v067.20
that is included should be equal to v067 official.
Performance:
Code:
asnes = 58fps
bsnes = 172fps +2.97x
csnes = 274fps +1.59x +4.72x
The binaries are not profiled, so that's an additional 15% slower from
the previous builds.
Save states only work on asnes, as I don't know how to serialize
blargg's cores yet. The copy_func thing is very confusing to me for some
reason. The debugger won't work anywhere.
Outside of that, please go ahead and bug test. Once I get the debugger
and save states working, I'll build some profiled v1.0 releases for all
three, and we can test that for a bit and then release.
2010-10-20 22:20:39 +11:00
|
|
|
|
2010-08-16 14:10:50 +10:00
|
|
|
#if defined(PROFILE_ACCURACY)
|
|
|
|
#include "profile-accuracy.hpp"
|
|
|
|
#elif defined(PROFILE_COMPATIBILITY)
|
|
|
|
#include "profile-compatibility.hpp"
|
Updated to v067r21 release.
byuu says:
This moves toward a profile-selection mode. Right now, it is incomplete.
There are three binaries, one for each profile. The GUI selection
doesn't actually do anything yet. There will be a launcher in a future
release that loads each profile's respective binary.
I reverted away from blargg's SMP library for the time being, in favor
of my own. This will fix most of the csnes/bsnes-performance bugs. This
causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on
32-bit platforms. I hope to be able to regain that speed in the future,
I may also experiment with creating my own fast-SMP core which drops bus
hold delays and TEST register support (never used by anything, ever.)
Save states now work in all three cores, but they are not
cross-compatible. The profile name is stored in the description field of
the save states, and it won't load a state if the profile name doesn't
match.
The debugger only works on the research target for now. Give it time and
it will return for the other targets.
Other than that, let's please resume testing on all three once again.
See how far we get this time :)
I can confirm the following games have issues on the performance
profile:
- Armored Police Metal Jacket (minor logo flickering, not a big deal)
- Chou Aniki (won't start, so obviously unplayable)
- Robocop vs The Terminator (major in-game flickering, unplayable)
Anyone still have that gigantic bsnes thread archive from the ZSNES
forum? Maybe I posted about how to fix those two broken games in there,
heh.
I really want to release this as v1.0, but my better judgment says we
need to give it another week. Damn.
2010-10-20 22:22:44 +11:00
|
|
|
#elif defined(PROFILE_PERFORMANCE)
|
|
|
|
#include "profile-performance.hpp"
|
Updated to 20100813 release.
byuu says:
Since we're now talking about three splits, that's getting a bit out of
hand.
This WIP combines everything back into one project again. Added the
src/fast folder that has all the speed-oriented cores.
A slight slowdown to csnes from what it was before, I'm using blargg's
accurate DSP. I just don't like the idea of releasing a less accurate
DSP core than Snes9X v1.52 has. Plus the fast DSP core doesn't serialize
yet.
I moved back to snes_spc 0.9.0 because I care more about Tales and Star
Ocean than I do about Earthworm Jim 2. So if you try EWJ2 on csnes,
expect it to sound like it does on Snes9X. In other words, don't wear
headphones if you value your hearing.
The middle-of-the-road bsnes core uses blargg's accurate DSP, because
it's about 3% faster than mine which removes all of blargg's
optimizations. There is absolutely no accuracy loss here. bsnes v067.20
that is included should be equal to v067 official.
Performance:
Code:
asnes = 58fps
bsnes = 172fps +2.97x
csnes = 274fps +1.59x +4.72x
The binaries are not profiled, so that's an additional 15% slower from
the previous builds.
Save states only work on asnes, as I don't know how to serialize
blargg's cores yet. The copy_func thing is very confusing to me for some
reason. The debugger won't work anywhere.
Outside of that, please go ahead and bug test. Once I get the debugger
and save states working, I'll build some profiled v1.0 releases for all
three, and we can test that for a bit and then release.
2010-10-20 22:20:39 +11:00
|
|
|
#endif
|
|
|
|
|
2011-06-24 20:43:29 +10:00
|
|
|
#include <snes/controller/controller.hpp>
|
Update to v079r06 release.
byuu says:
It does add some more code to the CPU::step() function, so performance
probably went down actually, by about 1%. Removing the input.tick() call
didn't compensate as much as I'd hoped.
Hooked up Super Scope and Justifier support. The good news is that the
Justifier alignment doesn't get fucked up anymore when you go
off-screen. Never could fix that in the old version.
The bad news is that it takes a major speed hit for the time being.
I need to figure out how to run the CPU and input threads out of order.
Every time I try, the input gets thrown off by most of a scanline.
Right now, I'm forced to sync constantly to get the latching position
really accurate. But worst case, I can cut the syncs down by skipping
large chunks around the cursor position, +/-40 clock cycles. So it's
only temporarily slow.
Lastly, killed the old Input class, merged Controllers class into it.
I actually like Controllers as a name better, but it doesn't jive with
video/audio/input, so oh well.
2011-06-25 22:56:32 +10:00
|
|
|
#include <snes/system/system.hpp>
|
2011-01-08 20:58:41 +11:00
|
|
|
#include <snes/chip/chip.hpp>
|
|
|
|
#include <snes/cartridge/cartridge.hpp>
|
|
|
|
#include <snes/cheat/cheat.hpp>
|
2011-03-08 22:23:47 +11:00
|
|
|
#include <snes/interface/interface.hpp>
|
2010-08-09 23:28:56 +10:00
|
|
|
|
2011-01-08 20:58:41 +11:00
|
|
|
#include <snes/memory/memory-inline.hpp>
|
|
|
|
#include <snes/ppu/counter/counter-inline.hpp>
|
2010-08-09 23:28:56 +10:00
|
|
|
}
|
|
|
|
|
Update to v082r04 release.
byuu says:
So, here's the deal. I now have three emulators. I don't think the
NES/GB ones are at all useful, but I do want them to be eventually. And
having them have those pathetic little GUIs like ui-gameboy, and keeping
everything in separate project folders, just doesn't work well for me.
I kind of "got around" the issue with the Game Boy, by only allowing SGB
mode emulation. But there is no "Super Nintendo" ... er ... wait ...
uhmm ... well, you know what I mean anyway.
So, my idea is to write a multi-emulator GUI, and keep the projects
together. The GUI is not going to change much. The way I envision this
working:
At startup, you have a menubar with: "Cartridge, Settings, Tools, Help".
Cartridge has "Load NES Cartridge", "Load SNES Cartridge", etc.
When you load something, Cartridge is replaced with the appropriate
system menu, eg "SNES". Here you have all your regular items: "power,
reset, controller port selection, etc." There is also a new "Unload
Cartridge" option, which is how you restore the "Cartridge" menu again.
I have no plans to emulate any other systems, but if I ever do emulate
something that doesn't take cartridges, I'll change the name to just
"Load" or something.
The cheat editor / state manager will look and act exactly the same. The
settings panel will look exactly the same. I'll simply show/hide
system-specific options as needed, like NES/SNES aspect ratio
correction, etc. The input mapping window will just have settings for
the currently loaded system. Video and audio tweaking will apply
cross-system, as will hotkey mapping.
The GUI stuff is mostly copy-paste, so it should only take me a week to
get it 95% back to where it was, so don't worry, this isn't total GUI
rewrite #80.
I am, however, making all the objects pointers, so that I can destruct
them all prior to main() returning, which is certainly one way of fixing
that annoying Windows/Qt crash.
Please only test on Linux. The Windows port is broken to hell, and will
give you a bad impression of the idea:
- menu groups are not hiding for some reason (all groups are showing, it
looks hideous)
- Timer interval(0) is taking 16ms per call, capping the FPS to ~64 tops
[FWIW, bsnes/accuracy gets 130fps, bgameboy gets 450fps, bnes gets
800fps; all run at lowest possible granularity]
- the OS keeps beeping when you press keys (AGAIN)
Of course, Qt and GTK+ don't let you shrink a window from the requested
geometry size, because they suck. So the video scaling stuff doesn't
work all that great yet.
Man, a metric fuckton of things need to be fixed in phoenix, and
I really don't know how to fix any of them :/
2011-09-09 14:08:38 +10:00
|
|
|
#endif
|