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authorNebuleon Fumika2013-02-03 19:26:34 -0500
committerNebuleon Fumika2013-02-03 19:26:34 -0500
commitb3a7f8f1fceddcd45ec62bcbf75ba128e4f84f5a (patch)
treeb1bb5a056cf23ca56a480f4c2bfe92f6f0daafc0 /source/display.h
parent1ddc8b53fe92a88578f23ace849168bc19ca0cd0 (diff)
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Synchronise the controller status more spread out inside a rendered frame:
* before rendering a background; * before rendering sprites; * while rendering more than 128 samples of audio at once ("Prefer fluid video"); * after every 16 scanlines of CPU execution instead of every 1; * while waiting for an audio buffer to become available; * while killing time between frames with fast-forward disabled. Controller presses and releases are now combined in a DS button bitfield using a shorter 32-bit algorithm. See entry.cpp:NDSSFCAccumulateJoypad and #define ACCUMULATE_JOYPAD in the source. This is still not suitable for playing platformers frame-perfectly, but it's much better than half a second of latency to press or release a button, and one still needs to press buttons a bit more than just light taps. I'd say 50 milliseconds is the latency now. Platformers requiring more precision can be played with frameskip 0. DMA does not require double-buffered displaying, so synchronise the controller more often by disabling double-buffered displaying again.
Diffstat (limited to 'source/display.h')
-rw-r--r--source/display.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/display.h b/source/display.h
index 8e65885..d00c5ed 100644
--- a/source/display.h
+++ b/source/display.h
@@ -97,6 +97,9 @@ void S9xGraphicsMode ();
char *S9xParseArgs (char **argv, int argc);
void S9xParseArg (char **argv, int &index, int argc);
void S9xExtraUsage ();
+#ifdef ACCUMULATE_JOYPAD
+void NDSSFCAccumulateJoypad ();
+#endif
uint32 S9xReadJoypad (int which1_0_to_4);
bool8 S9xReadMousePosition (int which1_0_to_1, int &x, int &y, uint32 &buttons);
bool8 S9xReadSuperScopePosition (int &x, int &y, uint32 &buttons);