diff options
Diffstat (limited to 'source/cpuexec.cpp')
-rw-r--r-- | source/cpuexec.cpp | 75 |
1 files changed, 0 insertions, 75 deletions
diff --git a/source/cpuexec.cpp b/source/cpuexec.cpp index 66bb8da..b90da6d 100644 --- a/source/cpuexec.cpp +++ b/source/cpuexec.cpp @@ -330,81 +330,6 @@ void S9xDoHBlankProcessing () Snapshot (NULL); } #endif - if(!game_fast_forward) - { - syncnow = getSysTime(); - if(syncnow > sync_next) - { - /* - * Little bit of a hack here: - * If we get behind and stay behind for a certain number - * of frames, we automatically enable fast forward. - * That really helps with certain games, such as - * Super Mario RPG and Yoshi's Island. - */ - if(skip_rate++ < 10) - { - syncdif = syncnow - sync_next; - if(syncdif < 11718) - { - IPPU.RenderThisFrame = false; - sync_next += 391; - } - else - { //lag more than 0.5s, maybe paused - IPPU.RenderThisFrame = true; - sync_next = syncnow; - framenum = 0; - sync_last = syncnow; - realframe = 1; - } - } - else - { - skip_rate = 0; - IPPU.RenderThisFrame = true; - sync_last= syncnow; - sync_next = syncnow+391; - } - } - else - { - skip_rate = 0; - syncdif = sync_next - syncnow; - if(syncdif > 391) - { - udelay(syncdif*22); - S9xProcessSound (0); - } - - IPPU.RenderThisFrame = true; - sync_next += 391; //16.7ms - realframe += 1; - } -#if 0 - 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 - { - sync_last= 0; - sync_next = 0; - - if(skip_rate++ < 10) - IPPU.RenderThisFrame = false; - else - { - skip_rate = 0; - IPPU.RenderThisFrame = true; - } - } } if (CPU.V_Counter == PPU.ScreenHeight + 3) |