Age | Commit message (Collapse) | Author | |
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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. | |||
2013-01-07 | Add a section about frame skipping in the readme. | Nebuleon Fumika | |
2013-01-07 | Add support for user-selected and automatic frame skipping. Add support for ↵ | Nebuleon Fumika | |
PAL timings (20 ms per frame). User-selected frameskip causes slowdowns if the game runs slower than the resulting frame rate, but synchronises correctly if the game runs faster. Automatic frame skipping is still the default. It now only skips up to 8 frames, but in some games still skips that entire 8 frames. What's needed is an algorithm that averages frame latencies over a few seconds and skips while the latency is LOWER than the average. | |||
2013-01-06 | Language file overhaul, part 2. Remove unused messages in all languages. | Nebuleon Fumika | |
It's actually reloading icons that takes so much time. | |||
2013-01-06 | Language message overhaul, part 1. | Nebuleon Fumika | |
Clean up the names of messages. Mark those that are unused as such in code comments. Raise the CPU level while loading a message file, because it really does take half a second to load a 16 KB file on the lowest frequency (what the eff?). | |||
2013-01-05 | Release 1.14. | Nebuleon Fumika | |
2013-01-05 | Sync ALL bits of the joypad again. This may make controls a bit slower to ↵ | Nebuleon Fumika | |
parse, but is required by Super Mario All-Stars at least. | |||
2013-01-05 | Mess with Mode 5 some more. Secret of Mana's menu sprite is fixed; however, ↵ | Nebuleon Fumika | |
as of commit 3cd20e203f3b0af8c32921f86547a126d74b34eb (still not fixed in this commit!), Donkey Kong Country's Rareware icon is split by black columns. | |||
2013-01-04 | Move all CPU cycle calculations into cpuops.cpp. | Nebuleon Fumika | |
2013-01-04 | Move some CPU cycle calculation from address resolution to the opcodes. This ↵ | Nebuleon Fumika | |
is to eventually move it from the resolved-address ops as well, reducing the number of memory stores. | |||
2013-01-02 | Sleep when the lid is closed AND emulation is running. I don't know to what ↵ | Nebuleon Fumika | |
extent this will save on battery usage, though I do set the DSTWO's CPU to the lowest frequency while it sleeps. |