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-rw-r--r--source/cpuexec.cpp75
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)