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authorNebuleon Fumika2013-01-07 19:41:29 -0500
committerNebuleon Fumika2013-01-07 19:41:29 -0500
commit377c6bcadbf56216237ee23841776701e2e9086c (patch)
tree9d3253ae2b6c7552befffe5391f99fff5e585ec0 /source
parent42c8a90d38fb9188b8fb80ba32bbc387de7b1c52 (diff)
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Revert "Add a bit that tolerates 1/16 latency per frame in automatic frameskip mode."
This reverts commit d9b6322caafcbd355848a32acd8b8c0fa1746264.
Diffstat (limited to 'source')
-rw-r--r--source/nds/entry.cpp82
1 files changed, 80 insertions, 2 deletions
diff --git a/source/nds/entry.cpp b/source/nds/entry.cpp
index d9050ca..63d736f 100644
--- a/source/nds/entry.cpp
+++ b/source/nds/entry.cpp
@@ -693,8 +693,7 @@ void S9xSyncSpeed ()
// paused, so do nothing.
if (syncdif <= -11719 /* 500.0 ms late or more */)
sync_next = syncnow + frame_time * (auto_equivalent_skip + 1);
- // Tolerate 1/16 late without skipping.
- else if (syncdif < -(frame_time * auto_equivalent_skip / 16) && auto_equivalent_skip < 7)
+ else if (auto_equivalent_skip < 7)
auto_equivalent_skip++;
}
if (auto_equivalent_skip >= 8)
@@ -710,6 +709,85 @@ void S9xSyncSpeed ()
IPPU.RenderThisFrame = FALSE;
}
+#if 0
+ // frame_time is in getSysTime units: 42.667 microseconds.
+ uint32 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;
+ // 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(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;
+ framenum = 0;
+ }
+ }
+ else
+ {
+ skip_rate = 0;
+ IPPU.RenderThisFrame = TRUE;
+ sync_next = syncnow + 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(++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 && !game_fast_forward) */
{