Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-02-12 | Type fixes. Fixes from snes9x 1.50. Minor changes and optimizations. | João Silva | |
2017-01-29 | Converted most types to stdint-style (fixing a few in the process). | João Silva | |
2017-01-16 | Many cleanups. | João Silva | |
2017-01-14 | Moved copyright information to copyright file. | João Silva | |
2016-10-15 | Add copyright notices since certain guys try to push their luck | twinaphex | |
and 'game off the system' - UNDER NO CIRCUMSTANCES WILL ANY COMMERCIAL RIGHTS EVER BE APPROPRIATED TO ANY ONE PARTY, REGARDLESS OF ANY E-MAILS, BRIBES, ETC. | |||
2016-08-08 | Cleanup | twinaphex | |
2016-08-08 | Cleanups | twinaphex | |
2014-12-15 | Remove ACCUMULATE_READ_JOYPAD | twinaphex | |
2014-11-03 | use stdint/stdbool | aliaspider | |
2014-11-02 | small cleanup | aliaspider | |
2014-10-30 | cleanups. | aliaspider | |
2014-10-30 | remove some unused functions/files | aliaspider | |
2014-10-30 | apply a facelift | aliaspider | |
2014-10-29 | remove more C++ code. | aliaspider | |
2014-10-29 | C++ cleanups. (in progress) | aliaspider | |
2014-10-28 | initial libretro port. | aliaspider | |
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. | |||
2011-03-05 | first commit | Kitty Draper | |