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authorNebuleon Fumika2013-02-08 05:50:22 -0500
committerNebuleon Fumika2013-02-08 05:50:22 -0500
commit927d456306672110870eb3386742c1c1ef8eb4f6 (patch)
tree509da9ac1727570b02572068aefb9cdf102ad75b /source/nds/entry.cpp
parent433749b6ef1e2b070755c3bb7fc0d81b5ecaa7b1 (diff)
parentd4fcf2697c9a45594e3ee0b8bf82e480ddd0b69b (diff)
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Merge branch 'master' into 8bitsound
Conflicts: source/nds/entry.cpp
Diffstat (limited to 'source/nds/entry.cpp')
-rw-r--r--source/nds/entry.cpp620
1 files changed, 386 insertions, 234 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp
index 702442e..c4cc389 100644
--- a/source/nds/entry.cpp
+++ b/source/nds/entry.cpp
@@ -23,6 +23,11 @@
#include "entry.h"
#include "ds2sound.h"
+#ifdef DS2_DMA
+#include "ds2_dma.h"
+#include "dma_adj.h"
+#endif
+
void S9xProcessSound (unsigned int);
char *rom_filename = NULL;
@@ -58,7 +63,11 @@ void S9xExtraUsage ()
*/
void S9xDeinitDisplay (void)
{
+#ifdef DS2_DMA
+ if(GFX.Screen) AlignedFree(GFX.Screen, PtrAdj.GFXScreen);
+#else
if(GFX.Screen) free(GFX.Screen);
+#endif
if(GFX.SubScreen) free(GFX.SubScreen);
if(GFX.ZBuffer) free(GFX.ZBuffer);
if(GFX.SubZBuffer) free(GFX.SubZBuffer);
@@ -69,7 +78,11 @@ void S9xInitDisplay (int, char **)
int h = IMAGE_HEIGHT;
GFX.Pitch = IMAGE_WIDTH * 2;
+#ifdef DS2_DMA
+ GFX.Screen = (unsigned char*) AlignedMalloc (GFX.Pitch * h, 32, &PtrAdj.GFXScreen);
+#else
GFX.Screen = (unsigned char*) malloc (GFX.Pitch * h);
+#endif
GFX.SubScreen = (unsigned char*) malloc (GFX.Pitch * h);
GFX.ZBuffer = (unsigned char*) malloc ((GFX.Pitch >> 1) * h);
GFX.SubZBuffer =(unsigned char*) malloc ((GFX.Pitch >> 1) * h);
@@ -86,7 +99,7 @@ void S9xParseDisplayArg (char **argv, int &ind, int)
void S9xExit ()
{
- ds2_setCPUclocklevel(13); // Crank it up to exit quickly
+ HighFrequencyCPU(); // Crank it up to exit quickly
if(Settings.SPC7110)
(*CleanUp7110)();
@@ -130,17 +143,38 @@ bool8 S9xDeinitUpdate (int Width, int Height, bool8 /*sixteen_bit*/)
{
//Up
case 1:
+#ifdef DS2_DMA
+ __dcache_writeback_all();
+ ds2_DMAcopy_32Byte(1 /* channel: graphics */, up_screen_addr, GFX.Screen + 256 * 32 * 2, 256 * 192 * 2);
+ ds2_DMA_wait(1);
+ ds2_DMA_stop(1);
+#else
memcpy(up_screen_addr, GFX.Screen+256*32*2, 256*192*2);
+#endif
break;
//Down
case 2:
+#ifdef DS2_DMA
+ __dcache_writeback_all();
+ ds2_DMAcopy_32Byte(1 /* channel: graphics */, up_screen_addr, GFX.Screen, 256 * 192 * 2);
+ ds2_DMA_wait(1);
+ ds2_DMA_stop(1);
+#else
memcpy(up_screen_addr, GFX.Screen, 256*192*2);
+#endif
break;
//Both
case 3:
+#ifdef DS2_DMA
+ __dcache_writeback_all();
+ ds2_DMAcopy_32Byte(1 /* channel: graphics */, up_screen_addr, GFX.Screen + 256 * 16 * 2, 256 * 192 * 2);
+ ds2_DMA_wait(1);
+ ds2_DMA_stop(1);
+#else
memcpy(up_screen_addr, GFX.Screen+256*16*2, 256*192*2);
+#endif
break;
case 4:
@@ -150,14 +184,23 @@ bool8 S9xDeinitUpdate (int Width, int Height, bool8 /*sixteen_bit*/)
default:
{
- unsigned char *src, *dst;
- unsigned int m;
+#ifdef DS2_DMA
+ __dcache_writeback_all();
+#endif
+ register unsigned char *src, *dst;
+ register unsigned int m;
src = GFX.Screen;
dst = (unsigned char*)up_screen_addr;
for(m = 0; m < 32; m++)
{
+#ifdef DS2_DMA
+ ds2_DMAcopy_32Byte(1 /* channel: graphics */, dst, src, 256 * 6 * 2);
+ ds2_DMA_wait(1);
+ ds2_DMA_stop(1);
+#else
memcpy(dst, src, 256*6*2);
+#endif
dst += 256*6*2;
src += 256*7*2;
}
@@ -350,6 +393,18 @@ void game_set_frameskip()
Settings.SkipFrames = game_config.frameskip_value - 1 /* 1 -> 0 and so on */;
}
}
+
+void game_set_fluidity()
+{
+ if( game_config.SoundSync == 1)
+ {
+ Settings.SoundSync = TRUE;
+ }
+ else
+ {
+ Settings.SoundSync = FALSE;
+ }
+}
void init_sfc_setting(void)
{
@@ -370,6 +425,7 @@ void init_sfc_setting(void)
//sound settings
Settings.APUEnabled = Settings.NextAPUEnabled = TRUE;
Settings.FixFrequency = 1;
+
S9xSetEightBitConsoleSound (TRUE);
@@ -403,7 +459,7 @@ void init_sfc_setting(void)
#endif
Settings.ApplyCheats = TRUE;
Settings.TurboMode = FALSE;
- Settings.TurboSkipFrames = 40;
+ Settings.TurboSkipFrames = 10;
Settings.StretchScreenshots = 1;
Settings.HBlankStart = (256 * Settings.H_Max) / SNES_HCOUNTER_MAX;
@@ -444,7 +500,7 @@ void game_restart(void)
S9xReset ();
}
-int load_gamepak(char* file)
+int load_gamepak(const char* file)
{
CPU.Flags = 0;
// mdelay(50); // Delete this delay
@@ -540,6 +596,7 @@ int sfc_main (int argc, char **argv)
#endif
Settings.Paused = 1;
+ bool8 FirstInvocation = TRUE;
while (1)
{
@@ -564,7 +621,8 @@ int sfc_main (int argc, char **argv)
unsigned short screen[256*192];
copy_screen((void*)screen, up_screen_addr, 0, 0, 256, 192);
- menu(screen);
+ menu(screen, FirstInvocation);
+ FirstInvocation = FALSE;
game_disableAudio();
Settings.Paused = 0;
}
@@ -582,7 +640,6 @@ int sfc_main (int argc, char **argv)
static unsigned int sync_last= 0;
static unsigned int sync_next = 0;
-static unsigned int auto_equivalent_skip = 0;
static unsigned int skip_rate= 0;
@@ -590,6 +647,7 @@ void S9xSyncSpeed ()
{
uint32 syncnow;
int32 syncdif;
+ unsigned int LastAutoCPUFrequency = AutoCPUFrequency;
#if 0
if (Settings.SoundSync == 2)
@@ -601,12 +659,14 @@ void S9xSyncSpeed ()
#endif
syncnow = getSysTime();
- if (game_fast_forward || temporary_fast_forward /* hotkey is held */)
+ bool8 FastForward = game_fast_forward || temporary_fast_forward /* hotkey is held */;
+
+ if (FastForward)
{
sync_last = syncnow;
sync_next = syncnow;
- if(++skip_rate < 10)
+ if(++skip_rate < Settings.TurboSkipFrames)
IPPU.RenderThisFrame = false;
else
{
@@ -614,110 +674,132 @@ void S9xSyncSpeed ()
IPPU.RenderThisFrame = true;
}
}
- else if (Settings.SkipFrames == AUTO_FRAMERATE /* && !game_fast_forward && !temporary_fast_forward */)
+ else
{
- // frame_time is in getSysTime units: 42.667 microseconds.
- int32 frame_time = Settings.PAL ? 468 /* = 20.0 ms */ : 391 /* = 16.67 ms */;
- if (sync_last > syncnow) // Overflow occurred! (every 50 hrs)
+ // Manual or automatic frame skipping, no fast-forward.
+ if (Settings.SkipFrames == AUTO_FRAMERATE)
{
- // Render this frame regardless, set the
- // sync_next, and get the hell out.
- IPPU.RenderThisFrame = TRUE;
+ // frame_time is in getSysTime units: 42.667 microseconds.
+ int32 frame_time = Settings.PAL ? 468 /* = 20.0 ms */ : 391 /* = 16.67 ms */;
+ if (sync_last > syncnow) // Overflow occurred! (every 50 hrs)
+ {
+ // Render this frame regardless, set the
+ // sync_next, and get the hell out.
+ IPPU.RenderThisFrame = TRUE;
+ sync_last = syncnow;
+ sync_next = syncnow + frame_time;
+ return;
+ }
sync_last = syncnow;
- sync_next = syncnow + frame_time;
- return;
- }
- sync_last = syncnow;
- // If this is positive, we have syncdif*42.66 microseconds to
- // spare.
- // If this is negative, we're late by syncdif*42.66
- // microseconds.
- syncdif = sync_next - syncnow;
- if (syncdif < 0 && syncdif >= -(frame_time / 2))
- {
- // We're late, but by less than half a frame. Draw it
- // anyway. If the next frame is too late, it'll be
- // skipped.
- skip_rate = 0;
- IPPU.RenderThisFrame = true;
- sync_next += frame_time;
- }
- else if(syncdif < 0)
- {
- /*
- * If we're consistently late, delay up to 8 frames.
- *
- * That really helps with certain games, such as
- * Super Mario RPG and Yoshi's Island.
- */
- if(++skip_rate < 10)
+ // If this is positive, we have syncdif*42.66 microseconds to
+ // spare.
+ // If this is negative, we're late by syncdif*42.66
+ // microseconds.
+ syncdif = sync_next - syncnow;
+ if(skip_rate < 2 /* did not skip 2 frames yet */)
{
- if(syncdif >= -11719 /* not more than 500.0 ms late */)
+ // Skip a minimum of 2 frames between rendered frames.
+ // This prevents the DSTwo-DS link from being too busy
+ // to return button statuses.
+ ++skip_rate;
+ IPPU.RenderThisFrame = FALSE;
+ sync_next += frame_time;
+ }
+ else if(syncdif < 0)
+ {
+ /*
+ * If we're consistently late, delay up to 8 frames.
+ *
+ * That really helps with certain games, such as
+ * Super Mario RPG and Yoshi's Island.
+ */
+ if(++skip_rate < 10)
{
- IPPU.RenderThisFrame = FALSE;
- sync_next += frame_time;
+ if(syncdif >= -11719 /* not more than 500.0 ms late */)
+ {
+ IPPU.RenderThisFrame = FALSE;
+ sync_next += frame_time;
+ }
+ else
+ { //lag more than 0.5s, maybe paused
+ IPPU.RenderThisFrame = TRUE;
+ sync_next = syncnow + frame_time;
+ }
}
else
- { //lag more than 0.5s, maybe paused
+ {
+ skip_rate = 0;
IPPU.RenderThisFrame = TRUE;
sync_next = syncnow + frame_time;
}
}
- else
+ else // Early
{
skip_rate = 0;
+ if (syncdif > 0)
+ {
+ do {
+ S9xProcessSound (0);
+#ifdef ACCUMULATE_JOYPAD
+/*
+ * This call allows NDSSFC to synchronise the DS controller more often.
+ * If porting a later version of Snes9x into NDSSFC, it is essential to
+ * preserve it.
+ */
+ NDSSFCAccumulateJoypad ();
+#endif
+ syncdif = sync_next - getSysTime();
+ } while (syncdif > 0);
+ }
+
IPPU.RenderThisFrame = TRUE;
- sync_next = syncnow + frame_time;
+ sync_next += frame_time;
}
- }
- else // Early
- {
- skip_rate = 0;
- ds2_setCPUclocklevel(0);
- if (syncdif > 0)
- udelay(syncdif * 128 / 3 /* times 42 + 2/3 microseconds */);
- set_cpu_clock(clock_speed_number);
- S9xProcessSound (0);
-
- IPPU.RenderThisFrame = TRUE;
- sync_next += frame_time;
- }
#if 0
- if(++framenum >= 60)
+ if(++framenum >= 60)
+ {
+ syncdif = syncnow - sync_last;
+ sync_last = syncnow;
+ framenum = 0;
+ //printf("T %d %d\n", syncdif*42667/1000, realframe);
+ realframe = 0;
+ }
+#endif
+ }
+ else /* if (Settings.SkipFrames != AUTO_FRAMERATE) */
{
- syncdif = syncnow - sync_last;
+ // frame_time is in getSysTime units: 42.667 microseconds.
+ uint32 frame_time = Settings.PAL ? 468 /* = 20.0 ms */ : 391 /* = 16.67 ms */;
sync_last = syncnow;
- framenum = 0;
- //printf("T %d %d\n", syncdif*42667/1000, realframe);
- realframe = 0;
- }
+ if (++skip_rate > Settings.SkipFrames)
+ {
+ skip_rate = 0;
+ IPPU.RenderThisFrame = TRUE;
+ // Are we early?
+ syncdif = sync_next - syncnow;
+ if (syncdif > 0)
+ {
+ do {
+ S9xProcessSound (0);
+#ifdef ACCUMULATE_JOYPAD
+/*
+ * This call allows NDSSFC to synchronise the DS controller more often.
+ * If porting a later version of Snes9x into NDSSFC, it is essential to
+ * preserve it.
+ */
+ NDSSFCAccumulateJoypad ();
#endif
- }
- else /* if (Settings.SkipFrames != AUTO_FRAMERATE && !game_fast_forward && !temporary_fast_forward) */
- {
- // frame_time is in getSysTime units: 42.667 microseconds.
- uint32 frame_time = Settings.PAL ? 468 /* = 20.0 ms */ : 391 /* = 16.67 ms */;
- sync_last = syncnow;
- if (++skip_rate > Settings.SkipFrames)
- {
- skip_rate = 0;
- IPPU.RenderThisFrame = TRUE;
- // Are we early?
- syncdif = sync_next - syncnow;
- if (syncdif > 0)
+ syncdif = sync_next - getSysTime();
+ } while (syncdif > 0);
+ // After that little delay, what time is it?
+ syncnow = getSysTime();
+ }
+ sync_next = syncnow + frame_time * (Settings.SkipFrames + 1);
+ }
+ else
{
- ds2_setCPUclocklevel(0);
- udelay(syncdif * 128 / 3 /* times 42 + 2/3 microseconds */);
- set_cpu_clock(clock_speed_number);
- S9xProcessSound (0);
- // After that little delay, what time is it?
- syncnow = getSysTime();
+ IPPU.RenderThisFrame = FALSE;
}
- sync_next = syncnow + frame_time * (Settings.SkipFrames + 1);
- }
- else
- {
- IPPU.RenderThisFrame = FALSE;
}
}
@@ -901,150 +983,189 @@ void S9xGenerateSound ()
}
}
-void S9xProcessSound (unsigned int)
-{
- unsigned short *audiobuff;
+#define SOUND_EMISSION_INTERVAL ((unsigned int) ((((unsigned long long) DS2_BUFFER_SIZE * 1000000) / SND_SAMPLE_RATE) * 3 / 128))
+#define TRUE_SOUND_EMISSION_INTERVAL ((((double) DS2_BUFFER_SIZE * 1000000) / SND_SAMPLE_RATE) * 3 / 128)
+#define SOUND_EMISSION_INTERVAL_ERROR ((int) ((TRUE_SOUND_EMISSION_INTERVAL - SOUND_EMISSION_INTERVAL) * FIXED_POINT))
+static unsigned int LastSoundEmissionTime = 0;
- if (so.mute_sound || !game_enable_audio)
- return;
+/*
+ * Accumulated error in the sound emission time. The unit is as follows:
+ * FIXED_POINT = 42.667 microseconds.
+ * As the error goes past FIXED_POINT, the new target for sound emission
+ * becomes 42.667 microseconds LATER. This helps with sound buffer overruns,
+ * correctly dealing with the fact that 42.667 microseconds does not fit
+ * an integer number of times in 1/32000 second (or whatever sampling rate).
+ */
+static unsigned int SoundEmissionTimeError = 0;
- if(ds2_checkAudiobuff() > 4)
+void S9xProcessSound (unsigned int)
+{
+ if (!game_enable_audio)
return;
- /* Number of samples to generate now */
- int sample_count;
- sample_count = so.buffer_size;
-#ifndef FOREVER_16_BIT_SOUND
- if (so.sixteen_bit)
+ unsigned int Now = getSysTime();
+ if (Now - LastSoundEmissionTime >= SOUND_EMISSION_INTERVAL)
{
-#endif
- /* to prevent running out of buffer space,
- * create less samples
- */
- sample_count >>= 1;
-#ifndef FOREVER_16_BIT_SOUND
- }
-#endif
+ if(ds2_checkAudiobuff() > AUDIO_BUFFER_COUNT - 1)
+ {
+ LastSoundEmissionTime++;
+ return;
+ }
- audiobuff = (unsigned short*)ds2_getAudiobuff();
- if(NULL == audiobuff) //There are audio queue in sending or wait to send
- {
- return;
- }
+ unsigned short *audiobuff;
- /* If we need more audio samples */
- if (so.samples_mixed_so_far < sample_count)
- {
- /* Where to put the samples to */
+ if (Now - LastSoundEmissionTime >= 11719 /* 500 milliseconds */)
+ {
+ LastSoundEmissionTime = Now;
+ // We were probably paused. Restart sending sound,
+ // synchronising from now.
+ }
+ else
+ {
+ LastSoundEmissionTime += SOUND_EMISSION_INTERVAL;
+ SoundEmissionTimeError += SOUND_EMISSION_INTERVAL_ERROR;
+ if (SoundEmissionTimeError >= FIXED_POINT)
+ {
+ LastSoundEmissionTime += SoundEmissionTimeError >> FIXED_POINT_SHIFT;
+ SoundEmissionTimeError &= FIXED_POINT_REMAINDER;
+ }
+ }
+ /* Number of samples to generate now */
+ int sample_count = so.buffer_size;
#ifndef FOREVER_16_BIT_SOUND
- unsigned byte_offset = (so.play_position +
- (so.sixteen_bit ? (so.samples_mixed_so_far << 1) : so.samples_mixed_so_far)) & SOUND_BUFFER_SIZE_MASK;
-#else
- unsigned byte_offset = (so.play_position +
- (so.samples_mixed_so_far << 1)) & SOUND_BUFFER_SIZE_MASK;
+ if (so.sixteen_bit)
+ {
+#endif
+ /* to prevent running out of buffer space,
+ * create less samples
+ */
+ sample_count >>= 1;
+#ifndef FOREVER_16_BIT_SOUND
+ }
#endif
- //printf ("%d:", sample_count - so.samples_mixed_so_far); fflush (stdout);
- if (Settings.SoundSync == 2)
+ audiobuff = (unsigned short*)ds2_getAudiobuff();
+ while (audiobuff == NULL) //There are audio queue in sending or wait to send
{
- /*memset (Buf + (byte_offset & SOUND_BUFFER_SIZE_MASK), 0,
- sample_count - so.samples_mixed_so_far);*/
+#ifdef ACCUMULATE_JOYPAD
+ NDSSFCAccumulateJoypad ();
+#endif
+ audiobuff = (unsigned short*)ds2_getAudiobuff();
}
- else
+
+ /* If we need more audio samples */
+ if (so.samples_mixed_so_far < sample_count)
{
- /* Mix the missing samples */
+ /* Where to put the samples to */
#ifndef FOREVER_16_BIT_SOUND
- int bytes_so_far = so.sixteen_bit ? (so.samples_mixed_so_far << 1) :
- so.samples_mixed_so_far;
+ unsigned byte_offset = (so.play_position +
+ (so.sixteen_bit ? (so.samples_mixed_so_far << 1) : so.samples_mixed_so_far)) & SOUND_BUFFER_SIZE_MASK;
#else
- int bytes_so_far = so.samples_mixed_so_far << 1;
+ unsigned byte_offset = (so.play_position +
+ (so.samples_mixed_so_far << 1)) & SOUND_BUFFER_SIZE_MASK;
#endif
- uint32 samples_to_write = sample_count - so.samples_mixed_so_far;
- do
+ if (Settings.SoundSync == 2)
{
- int bytes_this_run = samples_to_write;
+ /*memset (Buf + (byte_offset & SOUND_BUFFER_SIZE_MASK), 0,
+ sample_count - so.samples_mixed_so_far);*/
+ }
+ else
+ {
+ /* Mix the missing samples */
#ifndef FOREVER_16_BIT_SOUND
- if (so.sixteen_bit)
+ int bytes_so_far = so.sixteen_bit ? (so.samples_mixed_so_far << 1) :
+ so.samples_mixed_so_far;
+#else
+ int bytes_so_far = so.samples_mixed_so_far << 1;
#endif
- bytes_this_run <<= 1;
- if (byte_offset + bytes_this_run > SOUND_BUFFER_SIZE)
+ uint32 samples_to_write = sample_count - so.samples_mixed_so_far;
+ do
{
- bytes_this_run = SOUND_BUFFER_SIZE - byte_offset;
- }
+ int bytes_this_run = samples_to_write;
+#ifndef FOREVER_16_BIT_SOUND
+ if (so.sixteen_bit)
+#endif
+ bytes_this_run <<= 1;
- if (bytes_so_far + bytes_this_run > so.buffer_size)
- {
- bytes_this_run = so.buffer_size - bytes_so_far;
- if (bytes_this_run == 0)
- break;
- }
+ if (byte_offset + bytes_this_run > SOUND_BUFFER_SIZE)
+ {
+ bytes_this_run = SOUND_BUFFER_SIZE - byte_offset;
+ }
- int samples_this_run = bytes_this_run;
+ if (bytes_so_far + bytes_this_run > so.buffer_size)
+ {
+ bytes_this_run = so.buffer_size - bytes_so_far;
+ if (bytes_this_run == 0)
+ break;
+ }
+
+ int samples_this_run = bytes_this_run;
#ifndef FOREVER_16_BIT_SOUND
- if (so.sixteen_bit)
+ if (so.sixteen_bit)
#endif
- samples_this_run >>= 1;
+ samples_this_run >>= 1;
- S9xMixSamples (Buf + byte_offset, samples_this_run);
- so.samples_mixed_so_far += samples_this_run;
- samples_to_write -= samples_this_run;
+ S9xMixSamples (Buf + byte_offset, samples_this_run);
+ so.samples_mixed_so_far += samples_this_run;
+ samples_to_write -= samples_this_run;
#ifndef FOREVER_16_BIT_SOUND
- bytes_so_far += so.sixteen_bit ? (samples_this_run << 1) :
- samples_this_run;
+ bytes_so_far += so.sixteen_bit ? (samples_this_run << 1) :
+ samples_this_run;
#else
- bytes_so_far += samples_this_run << 1;
+ bytes_so_far += samples_this_run << 1;
#endif
- byte_offset = (byte_offset + bytes_this_run) & SOUND_BUFFER_SIZE_MASK;
- } while (samples_to_write > 0);
+ byte_offset = (byte_offset + bytes_this_run) & SOUND_BUFFER_SIZE_MASK;
+ } while (samples_to_write > 0);
+ }
}
- }
-// if (!so.mute_sound)
- {
- unsigned bytes_to_write = sample_count;
+ // if (!so.mute_sound)
+ {
+ unsigned bytes_to_write = sample_count;
#ifndef FOREVER_16_BIT_SOUND
- if(so.sixteen_bit)
+ if(so.sixteen_bit)
#endif
- bytes_to_write <<= 1;
+ bytes_to_write <<= 1;
- unsigned byte_offset = so.play_position;
- so.play_position = (so.play_position + bytes_to_write) & SOUND_BUFFER_SIZE_MASK; /* wrap to beginning */
+ unsigned byte_offset = so.play_position;
+ so.play_position = (so.play_position + bytes_to_write) & SOUND_BUFFER_SIZE_MASK; /* wrap to beginning */
- unsigned short *dst_pt = audiobuff;
- unsigned short *dst_pt1 = dst_pt + DS2_BUFFER_SIZE;
+ unsigned short *dst_pt = audiobuff;
+ unsigned short *dst_pt1 = dst_pt + DS2_BUFFER_SIZE;
- /* Feed the samples to the soundcard until nothing is left */
- for(;;)
- {
- int I = bytes_to_write;
- if (byte_offset + I > SOUND_BUFFER_SIZE)
+ /* Feed the samples to the soundcard until nothing is left */
+ for(;;)
{
- I = SOUND_BUFFER_SIZE - byte_offset;
- }
- if(I == 0) break;
+ int I = bytes_to_write;
+ if (byte_offset + I > SOUND_BUFFER_SIZE)
+ {
+ I = SOUND_BUFFER_SIZE - byte_offset;
+ }
+ if(I == 0) break;
-// memcpy(dst_pt, (char *) Buf + byte_offset, I);
-// dst_pt += I;
+ // memcpy(dst_pt, (char *) Buf + byte_offset, I);
+ // dst_pt += I;
- unsigned short *src_pt= (unsigned short*)(Buf + byte_offset);
- for(int m= 0; m < I/4; m++)
- {
- *dst_pt++= *src_pt++;//(*src_pt++) <<1;
- *dst_pt1++= *src_pt++;//(*src_pt++) <<1;
+ unsigned short *src_pt= (unsigned short*)(Buf + byte_offset);
+ for(int m= 0; m < I/4; m++)
+ {
+ *dst_pt++= *src_pt++;//(*src_pt++) <<1;
+ *dst_pt1++= *src_pt++;//(*src_pt++) <<1;
+ }
+
+ bytes_to_write -= I;
+ byte_offset = (byte_offset + I) & SOUND_BUFFER_SIZE_MASK; /* wrap */
}
- bytes_to_write -= I;
- byte_offset = (byte_offset + I) & SOUND_BUFFER_SIZE_MASK; /* wrap */
- }
+ ds2_updateAudio();
- ds2_updateAudio();
+ /* All data sent. */
+ }
- /* All data sent. */
+ so.samples_mixed_so_far -= sample_count;
}
-
- so.samples_mixed_so_far -= sample_count;
}
/*
@@ -1066,68 +1187,99 @@ const unsigned int keymap[12] = {
static bool8 SoundToggleWasHeld = FALSE;
-unsigned int S9xReadJoypad (int which1)
-{
- struct key_buf inputdata;
+#ifdef ACCUMULATE_JOYPAD
+// These are kept as DS key bitfields until it's time to send them to Snes9x.
+static uint32 PreviousControls = 0x00000000;
+static uint32 ControlsPressed = 0x00000000;
+static uint32 ControlsReleased = 0x00000000;
+void NDSSFCAccumulateJoypad ()
+{
+ struct key_buf inputdata;
ds2_getrawInput(&inputdata);
- if (inputdata.key & KEY_LID)
+ ControlsPressed |= inputdata.key & ~PreviousControls;
+ ControlsReleased |= PreviousControls & ~inputdata.key;
+}
+#endif // ACCUMULATE_JOYPAD
+
+uint32 S9xReadJoypad (int which1)
+{
+ if(which1 < 1)
{
- ds2_setCPUclocklevel(0);
- ds2_setSupend();
- do {
+ uint32 Controls;
+#ifdef ACCUMULATE_JOYPAD
+ Controls = (PreviousControls | ControlsPressed) & ~ControlsReleased;
+ PreviousControls = Controls;
+ ControlsPressed = ControlsReleased = 0x00000000;
+#else
+ {
+ struct key_buf inputdata;
ds2_getrawInput(&inputdata);
- mdelay(1);
- } while (inputdata.key & KEY_LID);
- ds2_wakeup();
- set_cpu_clock(clock_speed_number);
- }
- u32 HotkeyReturnToMenu = game_config.HotkeyReturnToMenu != 0 ? game_config.HotkeyReturnToMenu : emu_config.HotkeyReturnToMenu;
- u32 HotkeyTemporaryFastForward = game_config.HotkeyTemporaryFastForward != 0 ? game_config.HotkeyTemporaryFastForward : emu_config.HotkeyTemporaryFastForward;
- u32 HotkeyToggleSound = game_config.HotkeyToggleSound != 0 ? game_config.HotkeyToggleSound : emu_config.HotkeyToggleSound;
+ Controls = inputdata.key;
+ }
+#endif
- if(inputdata.key & KEY_TOUCH ||
- (HotkeyReturnToMenu && ((inputdata.key & HotkeyReturnToMenu) == HotkeyReturnToMenu))
- ) //Active menu
- Settings.Paused = 1;
+ if (Controls & KEY_LID)
+ {
+ LowFrequencyCPU();
+ ds2_setSupend();
+ struct key_buf inputdata;
+ do {
+ ds2_getrawInput(&inputdata);
+ mdelay(1);
+ } while (inputdata.key & KEY_LID);
+ ds2_wakeup();
+ // Before starting to emulate again, turn off the lower
+ // screen's backlight.
+ mdelay(100); // needed to avoid ds2_setBacklight crashing
+ ds2_setBacklight(2);
+ GameFrequencyCPU();
+ }
- temporary_fast_forward =
- (HotkeyTemporaryFastForward && ((inputdata.key & HotkeyTemporaryFastForward) == HotkeyTemporaryFastForward))
- ;
+ u32 HotkeyReturnToMenu = game_config.HotkeyReturnToMenu != 0 ? game_config.HotkeyReturnToMenu : emu_config.HotkeyReturnToMenu;
+ u32 HotkeyTemporaryFastForward = game_config.HotkeyTemporaryFastForward != 0 ? game_config.HotkeyTemporaryFastForward : emu_config.HotkeyTemporaryFastForward;
+ u32 HotkeyToggleSound = game_config.HotkeyToggleSound != 0 ? game_config.HotkeyToggleSound : emu_config.HotkeyToggleSound;
- bool8 SoundToggleIsHeld =
- (HotkeyToggleSound && ((inputdata.key & HotkeyToggleSound) == HotkeyToggleSound))
- ;
+ if(Controls & KEY_TOUCH ||
+ (HotkeyReturnToMenu && ((Controls & HotkeyReturnToMenu) == HotkeyReturnToMenu))
+ ) //Active menu
+ Settings.Paused = 1;
- if (SoundToggleIsHeld && !SoundToggleWasHeld)
- {
- game_enable_audio = !game_enable_audio;
- game_disableAudio();
- }
+ temporary_fast_forward =
+ (HotkeyTemporaryFastForward && ((Controls & HotkeyTemporaryFastForward) == HotkeyTemporaryFastForward))
+ ;
- SoundToggleWasHeld = SoundToggleIsHeld;
+ bool8 SoundToggleIsHeld =
+ (HotkeyToggleSound && ((Controls & HotkeyToggleSound) == HotkeyToggleSound))
+ ;
- if(which1 < 1)
- {
- unsigned int key;
+ if (SoundToggleIsHeld && !SoundToggleWasHeld)
+ {
+ game_enable_audio = !game_enable_audio;
+ game_disableAudio();
+ }
+
+ SoundToggleWasHeld = SoundToggleIsHeld;
+
+ uint32 key = 0x80000000; // Required by Snes9x
// DS -> SNES
- key = (inputdata.key & KEY_A ) << 7; // 0x0001 -> 0x0080
- key |= (inputdata.key & KEY_B ) << 14; // 0x0002 -> 0x8000
- key |= (inputdata.key & KEY_SELECT) << 11; // 0x0004 -> 0x2000
- key |= (inputdata.key & KEY_START ) << 9; // 0x0008 -> 0x1000
- key |= (inputdata.key & KEY_UP ) << 5; // 0x0040 -> 0x0800
+ key |= (Controls & KEY_A ) << 7; // 0x0001 -> 0x0080
+ key |= (Controls & KEY_B ) << 14; // 0x0002 -> 0x8000
+ key |= (Controls & KEY_SELECT) << 11; // 0x0004 -> 0x2000
+ key |= (Controls & KEY_START ) << 9; // 0x0008 -> 0x1000
+ key |= (Controls & KEY_UP ) << 5; // 0x0040 -> 0x0800
// 0x0010 -> 0x0100; 0x0020 -> 0x0200
// 0x0030 -> 0x0300
- key |= (inputdata.key & (KEY_RIGHT | KEY_LEFT)) << 4;
+ key |= (Controls & (KEY_RIGHT | KEY_LEFT)) << 4;
// 0x0100 -> 0x0010; 0x0200 -> 0x0020; 0x0400 -> 0x0040
// 0x0700 -> 0x0070
- key |= (inputdata.key & (KEY_R | KEY_L | KEY_X)) >> 4;
+ key |= (Controls & (KEY_R | KEY_L | KEY_X)) >> 4;
// 0x0080 -> 0x0400; 0x0800 -> 0x4000
// 0x0880 -> 0x4400
- key |= (inputdata.key & (KEY_DOWN | KEY_Y)) << 3;
+ key |= (Controls & (KEY_DOWN | KEY_Y)) << 3;
/*
for(i= 0; i < 12; i++) //remap key
{
@@ -1135,7 +1287,7 @@ unsigned int S9xReadJoypad (int which1)
}
*/
- return (key | 0x80000000);
+ return key;
}
else
return 0;