Age | Commit message (Collapse) | Author | |
---|---|---|---|
2013-02-10 | A type mismatch in sound channel data messed up the sound after loading a ↵ | Nebuleon Fumika | |
saved state in certain games. int (32 bit) is now short (16 bit). | |||
2013-02-09 | Add retro sound as a setting in all languages except Chinese. | Nebuleon Fumika | |
2013-02-09 | Update CATSFC/system/language.msg (Spanish block) | jomaper | |
Hice unos cambios pequeños, nada importante, más que nada cosméticos. I did small changes, no big deal, cosmetic stuff more than anything | |||
2013-02-09 | Merge branch '8bitsound' | Nebuleon Fumika | |
2013-02-08 | Release 1.29. | Nebuleon Fumika | |
2013-02-08 | Merge branch 'master' into 8bitsound | Nebuleon Fumika | |
2013-02-08 | Merge pull request #32 from boriar/patch-1 | Nebuleon Fumika | |
Update CATSFC/system/language.msg (Spanish block) | |||
2013-02-09 | Update CATSFC/system/language.msg | boriar | |
2013-02-08 | Merge branch 'master' into 8bitsound | Nebuleon Fumika | |
2013-02-08 | Add a Spanish translation. | Boriar | |
2013-02-08 | Add a Dutch translation. | Aeter | |
2013-02-08 | Add two more half-wave types to try to correct the pitch of notes that are ↵ | Nebuleon Fumika | |
one octave too high. | |||
2013-02-08 | Fix write to uninitialised memory in 8-bit sound. | Nebuleon Fumika | |
2013-02-08 | Add square waves for waves not matching sines or triangles. Add noise for ↵ | Nebuleon Fumika | |
drums exceeding a certain "randomness" threshold. For now that's defined as total variance from a sample to its neighbo(u)r in a block of 16 samples. | |||
2013-02-08 | Merge branch 'master' into 8bitsound | Nebuleon Fumika | |
Conflicts: source/nds/entry.cpp | |||
2013-02-08 | Require one audio buffer to be free again. Otherwise, if the 4 buffers get ↵ | Nebuleon Fumika | |
full, it's already game over, and getAudiobuff becomes NULL for about 400 milliseconds, stopping all emulation. | |||
2013-02-07 | Synchronise fractions of a hertz correctly in the audio output timing code ↵ | Nebuleon Fumika | |
to avoid buffer overruns. Buffer overruns pause the game for about half a second. | |||
2013-02-07 | Remove remnants of a failed auto-CPU implementation. Changing CPU speeds ↵ | Nebuleon Fumika | |
on-the-fly is just not stable on the DSTwo. | |||
2013-02-07 | Stop inlining the regular tile drawing code. That was a micro-optimisation, ↵ | Nebuleon Fumika | |
and this revert brings the code a bit closer to mainline Snes9x. | |||
2013-02-07 | Allow the user to be pressing a button when the emulator starts. This allows ↵ | Nebuleon Fumika | |
the Loading screen to disappear, and allows invoking New Game straight away. | |||
2013-02-07 | README.md: Add more recent information about frame skipping and fluidity. | Nebuleon Fumika | |
2013-02-07 | EN: Added a German translation. DE: Deutsche Übersetzung hinzugefügt. | SignZ | |
2013-02-07 | De-interleave the ROM using DMA. This helps the more esoteric jumbo memory ↵ | Nebuleon Fumika | |
maps load faster. | |||
2013-02-06 | Remove 320 KiB of memory allocations in APU emulation that were completely ↵ | Nebuleon Fumika | |
unused but constantly re-zeroed. Frees up 320 KiB for other uses, and saves ~4 milliseconds at emulator startup, when resetting the APU and when loading a new game. | |||
2013-02-06 | gui.c: Require all keys to be released after the B, A or X button or the ↵ | Nebuleon Fumika | |
Touch Screen is pressed. This avoids bringing up, or exiting from, multiple menus if you happen to press something for longer than 1/5 second. The modification does not apply to the directional pad in all menus, or the L and R buttons in file selectors. | |||
2013-02-06 | Use key pictograms from Pictochat to display keys for yes/no dialog(ue)s. | Nebuleon Fumika | |
2013-02-06 | Yeah... Despite the audio optimisations, sound still crackles with display ↵ | Nebuleon Fumika | |
double-buffering. Disable that, again. | |||
2013-02-06 | When changing languages, quit doing the "Changing language, please wait..." ↵ | Nebuleon Fumika | |
as it only takes a few milliseconds. | |||
2013-02-06 | Raise the sound frequency from 22050 Hz to 32000 Hz, which is like the SNES. ↵ | Nebuleon Fumika | |
Use sound interpolation to make it sound even more like the SNES. | |||
2013-02-06 | Fix 2 compiler warnings in gui.c. | Nebuleon Fumika | |
2013-02-06 | Quit saving the files so often for nothing; that uses up erase cycles on ↵ | Nebuleon Fumika | |
storage cards! Instead, save them once when the menu that contains the settings that the user changed is exited, IF the settings' values changed, OR once when updating the list of most-recently played games. Automatically save the SRAM in most cases, including game changes. This commit also makes it unnecessary to save the game config of the previous game when loading another, makes it load certain settings correctly, and MAY make it avoid creating a file for a game's settings if the user never changes them from the defaults. | |||
2013-02-06 | Reinstate frame skipping options 0 and 1, but keep the new meaning (>= 2 ↵ | Nebuleon Fumika | |
equivalent skip level) for automatic frame skipping. Remove the automatic CPU frequency option, which was making audio emit 0.25 second of silence every so often. | |||
2013-02-06 | Allow all audio buffers to get full again before declaring underflow. | Nebuleon Fumika | |
2013-02-06 | Fix the loading screen for a ROM appearing for a split second after the ↵ | Nebuleon Fumika | |
splash screen. Fix uninitialised memory access in Check_LoadArg. | |||
2013-02-06 | Make all gamepak loads call LoadGameAndItsData, that way its "Loading" ↵ | Nebuleon Fumika | |
screen, current gamepak variables, game config stuff and so on are all consistent. | |||
2013-02-06 | Fix settings not getting loaded with a ROM provided by plugin arguments. | BassAceGold | |
2013-02-06 | Load the game from plug-in launch arguments. Make the CATSFC system ↵ | BassAceGold | |
directory become the one transferred via arguments in that case. | |||
2013-02-06 | Document the auto CPU behavior a bit. | Nebuleon Fumika | |
2013-02-06 | Implement automatic CPU frequency switching, which improves battery life if ↵ | Nebuleon Fumika | |
playing games that don't use all of the MIPS CPU. If all of it is indeed needed, then the game will constantly play at 396 MHz. | |||
2013-02-05 | Force both manual and automatic frameskipping to be at or above 2. Resets ↵ | Nebuleon Fumika | |
the default value for all games which previously had this value configured. | |||
2013-02-05 | Disable the free space line in the options for the time being. Currently it ↵ | Nebuleon Fumika | |
invokes a recursive directory scan to calculate how much space is used first. | |||
2013-02-05 | Change the upper screen updates to be double-buffered. Require that one ↵ | Nebuleon Fumika | |
audio buffer be free (1 out of 4). | |||
2013-02-05 | Add include files from BassAceGold's library, release 2 fix 2.2. | Nebuleon Fumika | |
2013-02-04 | Fully integrate BassAceGold's libraries, finally. The README still states ↵ | Nebuleon Fumika | |
that 1.2 is required to overwrite 0.13's stuff; really, 0.13 is needed only for `gcc`. So the sequence goes 0.13's `gcc` -> 1.2 -> BassAceGold's libraries -> make `libds2a.a`. DMA function names changed to match BassAceGold's. | |||
2013-02-04 | Merge pull request #30 from derpking/patch-1 | Nebuleon Fumika | |
Update source/dsp1.cpp | |||
2013-02-04 | Release 1.28 after disabling the controller status sync hack. | Nebuleon Fumika | |
2013-02-03 | Update source/dsp1.cpp | derpking | |
static const uint16 DSP1ROM[1024] snes9x 1.53 updated the dummy loops | |||
2013-02-03 | Release 1.27. | Nebuleon Fumika | |
2013-02-03 | Synchronise the controller status more spread out inside a rendered frame: | Nebuleon Fumika | |
* 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. | |||
2013-02-03 | Faking out the sound synchronisation with a buffer of silence wasn't necessary. | Nebuleon Fumika | |