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authorNebuleon Fumika2013-02-03 19:26:34 -0500
committerNebuleon Fumika2013-02-03 19:26:34 -0500
commitb3a7f8f1fceddcd45ec62bcbf75ba128e4f84f5a (patch)
treeb1bb5a056cf23ca56a480f4c2bfe92f6f0daafc0 /source/ppu.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/ppu.h')
-rw-r--r--source/ppu.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/source/ppu.h b/source/ppu.h
index 1d3c7b7..8f8b8e7 100644
--- a/source/ppu.h
+++ b/source/ppu.h
@@ -152,9 +152,6 @@ struct InternalPPU {
int CurrentLine;
int Controller;
uint32 Joypads[5];
-#ifdef SYNC_JOYPAD_AT_HBLANK
- uint32 JoypadsAtHBlanks[5][SNES_MAX_PAL_VCOUNTER];
-#endif
uint32 SuperScope;
uint32 Mouse[2];
int PrevMouseX[2];