Age | Commit message (Collapse) | Author | |
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2013-01-14 | Remove some comments in draw_yesno_dialog to make it easier to read. | Nebuleon Fumika | |
2013-01-14 | Make yes/no dialog(ue)s respond to touches on the Yes and No buttons. | Nebuleon Fumika | |
2013-01-14 | The delete (delette?) save state submenu still had 10 slots hardcoded. | Nebuleon Fumika | |
2013-01-14 | Make "Create saved state" have its own row of slot cells. | Nebuleon Fumika | |
Raise the number of cells to 16. Cache existence of saved state files, and invalidate the cache when saving or deleting a saved state. CATSFC/system/gui: Make the unselected and selected cells more visibly different, while also leaving full and empty cells visibly different. | |||
2013-01-14 | Preliminary support for saving to an arbitrary saved state slot. | Nebuleon Fumika | |
Currently, tapping a cell representing a saved state slot in the menu will load it, regardless of the current option, save or load. So the save option only accepts Left, Right and A. | |||
2013-01-13 | Prevent the "Load cheat file" option from showing a file selection dialog if ↵ | Nebuleon Fumika | |
no game is loaded. | |||
2013-01-13 | Use the same update method as the rest of the code to display saved-state ↵ | Nebuleon Fumika | |
screenshots on the upper screen. | |||
2013-01-13 | Localise Yes(A) and No(B) into English, French and Simplified Chinese as [A] ↵ | Nebuleon Fumika | |
Confirm and [B] Cancel. CATSFC/system/gui/sbutto.bmp: Widen the button to accomodate this change. | |||
2013-01-13 | Release 1.18. | Nebuleon Fumika | |
2013-01-13 | Delete server.cpp and netplay.cpp. | Nebuleon Fumika | |
2013-01-13 | Remove the interrupt time setting. | Nebuleon Fumika | |
2013-01-13 | Revert timer-interrupt audio, but not optimisations done since then. Get the ↵ | Nebuleon Fumika | |
controller status every scanline again. | |||
2013-01-13 | Raise the CPU only after the delay required by ds2_setBacklight(). | Nebuleon Fumika | |
2013-01-12 | Stop using the deprecated function S9xMixSamplesO and use S9xMixSamples instead. | Nebuleon Fumika | |
Wrap the offset into the audio buffer less often. | |||
2013-01-12 | soundux.cpp: Inline MixStereo (into S9xMixSamples). | Nebuleon Fumika | |
2013-01-12 | Remove 2 extraneous delays. The 100-millisecond delays before ↵ | Nebuleon Fumika | |
ds2_setBacklight() MUST STAY, however, otherwise the emulator can crash with the bottom backlight off if a touch is recognised twice in a row. That happens with some broken styluses, so it's not unexpected. | |||
2013-01-12 | Fix a buffer overflow in audio handling code that corrupted memory used to ↵ | Nebuleon Fumika | |
carry the state of the GUI. | |||
2013-01-12 | ds2sound.h: Set the interrupt interval to 15.36 milliseconds and explain why. | Nebuleon Fumika | |
2013-01-12 | Peel loops, aka only unroll loops if their number of iterations is a ↵ | Nebuleon Fumika | |
compile-time constant. | |||
2013-01-12 | Loop unrolling sucks. It was adding loads of instructions per audio sample. | Nebuleon Fumika | |
2013-01-12 | Revert "Remove shifted envelope heights from the code, because one is always ↵ | Nebuleon Fumika | |
set from the other and the shifted height is not used in saved states." This reverts commit e3bb4a5f62ab6b38eb1a58e700b7d713b4e397b0. | |||
2013-01-12 | Remove redundant writes to support reverse stereo. Define ↵ | Nebuleon Fumika | |
FOREVER_FORWARD_STEREO. | |||
2013-01-12 | Remove shifted envelope heights from the code, because one is always set ↵ | Nebuleon Fumika | |
from the other and the shifted height is not used in saved states. | |||
2013-01-12 | More efficient noise generation taken from blargg's code in Snes9x 1.53. | Nebuleon Fumika | |
2013-01-11 | Reduce memory access in noise generation. | Nebuleon Fumika | |
2013-01-11 | Prepare for audio optimisations. Fix the indentation in MixStereo(). | Nebuleon Fumika | |
2013-01-11 | Stop constantly testing for 16-bit and stereo in sound handlers. Define ↵ | Nebuleon Fumika | |
FOREVER_16_BIT_SOUND and FOREVER_STEREO and use them throughout the code. This is essentially commit 6b36e79013d4c9273a96a9783a2bccdb516f174a, but for sound instead of graphics. | |||
2013-01-11 | Fix the interrupts glitching sound. Put the sound back at 22050 Hz. | Nebuleon Fumika | |
2013-01-11 | Reinstate some delays needed by the code to avoid crashing, and actually ↵ | Nebuleon Fumika | |
explain in code comments why they're needed. I know ds2_setBacklight(unsigned int) needs a delay before it, otherwise if done too close to another call, it crashes. This partially reverts commit 8951fdff1aada126257e07699ea6f132cb8d2e65. | |||
2013-01-10 | Attempt to optimise the ADD background drawing mode so it's playable on ↵ | Nebuleon Fumika | |
automatic frameskip in games like Super Metroid. It doesn't work well. See the video for this bug at <http://www.youtube.com/watch?v=sUWjVxAD9Q8>. | |||
2013-01-09 | Release 1.17. | Nebuleon Fumika | |
2013-01-09 | Attempt to fix the crashing with sound interrupts, part 2: Stop the timer ↵ | Nebuleon Fumika | |
before the menu, and restart it after it ends. | |||
2013-01-09 | Increase the audio frequency to 48 kHz. Timer interrupt intervals and buffer ↵ | Nebuleon Fumika | |
sizes are also tested at 32 kHz and 44.1 kHz. | |||
2013-01-08 | Try fixing a crash in the sound interrupt. | Nebuleon Fumika | |
2013-01-08 | Permanently remove NO_OPEN_BUS hacks. It was a premature optimisation. | Nebuleon Fumika | |
2013-01-08 | Revert "Reinstate FAST_ALIGNED_LSB_WORD_ACCESS for 24-bit jumps." That's in ↵ | Nebuleon Fumika | |
port.h now. This reverts commit 3dd99ccae465c370613ded10794749d6253bfe8c. | |||
2013-01-08 | Reinstate FAST_ALIGNED_LSB_WORD_ACCESS for 24-bit jumps. | Nebuleon Fumika | |
2013-01-08 | Reinstate SNES Open Bus. It was making Secret of Mana's introduction screen ↵ | Nebuleon Fumika | |
sound like a NES with a rusty audio controller. | |||
2013-01-08 | Release 1.16. | Nebuleon Fumika | |
2013-01-08 | Merge branch 'master' of https://github.com/ShadauxCat/CATSFC | Nebuleon Fumika | |
2013-01-08 | Remove Open Bus again. Stop synchronising controls so often, now that the ↵ | Nebuleon Fumika | |
audio variable latency problem is fixed. | |||
2013-01-08 | Configurable interrupt interval for the sound timer. Right now, only 22050 ↵ | Nebuleon Fumika | |
Hz audio at 2000-microsecond intervals works. | |||
2013-01-08 | Configurable interrupt interval for the sound timer. Right now, only 22050 ↵ | Nebuleon Fumika | |
Hz audio at 2000-microsecond intervals works. | |||
2013-01-08 | GLORIOUS interrupt-based sound playback. Now, the note-length-hopping ↵ | Nebuleon Fumika | |
problem isn't as apparent anymore, and automatic frame skipping doesn't go to 8 FPS all the time in Super Mario World. Thank the deities! Reverses the auto frameskip synchronisation from commit dac11c74ac112728016e51625ac9f2a727152ddd, because that doesn't play well with interrupts. | |||
2013-01-07 | Release 1.15. | Nebuleon Fumika | |
2013-01-07 | Require auto_equivalent_skip to be greater than 0 before decrementing it if ↵ | Nebuleon Fumika | |
the code is drawing a frame early in automatic frame skip mode. Otherwise, overflow occurs, and we skip 4 billion images. | |||
2013-01-07 | Revert "Add a bit that tolerates 1/16 latency per frame in automatic ↵ | Nebuleon Fumika | |
frameskip mode." This reverts commit d9b6322caafcbd355848a32acd8b8c0fa1746264. | |||
2013-01-07 | Add a bit that tolerates 1/16 latency per frame in automatic frameskip mode. | Nebuleon Fumika | |
Remove old automatic frameskip code. | |||
2013-01-07 | Smooth out the automatic frame skipping such that it doesn't go from 1 FPS ↵ | Nebuleon Fumika | |
to 8 FPS right away and constantly. The equivalent frame skip will be 2, 3, 5 or 8 most of the time, depending on the game, and will vary a bit depending on rendering demands. For example, the frame skipping in Super Mario World is 3 on the map and in graphically simple levels, and 5 in complex levels. | |||
2013-01-07 | Fix an off-by-one in the manual frameskip code. It would raise the sound ↵ | Nebuleon Fumika | |
speed by 25% if frame skip 3 (Show 1 in 4) rendered a frame early. Optimise the controller code. I don't expect to allow remapping any time soon, because the DS has buttons for every single SNES controller button and nothing more. |