aboutsummaryrefslogtreecommitdiff
path: root/source/nds/entry.cpp
AgeCommit message (Collapse)Author
2013-01-13Revert timer-interrupt audio, but not optimisations done since then. Get the ↵Nebuleon Fumika
controller status every scanline again.
2013-01-12Stop using the deprecated function S9xMixSamplesO and use S9xMixSamples instead.Nebuleon Fumika
Wrap the offset into the audio buffer less often.
2013-01-12Remove 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.
2013-01-12Fix a buffer overflow in audio handling code that corrupted memory used to ↵Nebuleon Fumika
carry the state of the GUI.
2013-01-11Stop 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.
2013-01-11Fix the interrupts glitching sound. Put the sound back at 22050 Hz.Nebuleon Fumika
2013-01-11Reinstate 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.
2013-01-09Attempt to fix the crashing with sound interrupts, part 2: Stop the timer ↵Nebuleon Fumika
before the menu, and restart it after it ends.
2013-01-08Try fixing a crash in the sound interrupt.Nebuleon Fumika
2013-01-08Configurable interrupt interval for the sound timer. Right now, only 22050 ↵Nebuleon Fumika
Hz audio at 2000-microsecond intervals works.
2013-01-08GLORIOUS 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.
2013-01-07Require 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.
2013-01-07Revert "Add a bit that tolerates 1/16 latency per frame in automatic ↵Nebuleon Fumika
frameskip mode." This reverts commit d9b6322caafcbd355848a32acd8b8c0fa1746264.
2013-01-07Add a bit that tolerates 1/16 latency per frame in automatic frameskip mode.Nebuleon Fumika
Remove old automatic frameskip code.
2013-01-07Smooth 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.
2013-01-07Fix 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.
2013-01-07Add 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.
2013-01-05Sync 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.
2013-01-02Sleep 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.
2013-01-02Make Display Mode 4 an antialiased whole-screen mode.Nebuleon Fumika
* source/nds/displaymodes.cpp: Rewritten, assigned copyright to myself (GPLv2). * CATSFC/system/language.msg: Changed the English and French text for display modes.
2012-12-28Keep the audio processing unit (APU) enabled even when the user disabled the ↵Nebuleon Fumika
audio for a game. This allows some games that synchronise on the APU's actions to continue working.
2012-12-27Accidentally committed the previous revision with sound functions emptied.Nebuleon Fumika
2012-12-27Speed up rendering by an unknown amount.Nebuleon Fumika
gfx.cpp, others: Avoid always checking for Settings.SixteenBit if FOREVER_16_BIT is defined. port.h: Define FOREVER_16_BIT below PIXEL_FORMAT.
2012-12-26Add the update methods for the upper and lower screen into defines.Nebuleon Fumika
2012-12-26Smoother sound. Raise the sound sampling frequency to 48000 Hz.Nebuleon Fumika
2012-12-26Universally use update method 2 for the lower screen and 0 for the upper ↵Nebuleon Fumika
screen. Method 1 causes problems after about 15 minutes; despite the double-buffering, screen updates start to tear in the middle consistently.
2012-12-22Preliminary Snes9x-based cheat code support. Not tested, because the file ↵Nebuleon Fumika
selection interface freezes when it gets to the folder containing Mightymo's cheat files, whereas it did not do this before with the converted Mightymo cheats. (335 files -> 679, though.)
2012-12-21Eliminate the latency of button press recognition, which was bad enough to ↵Nebuleon Fumika
lose keys entirely sometimes, and could otherwise delay a button press or release by 200 ms. This was the entire reason I created the fork, and I finally did it! It syncs the controls every scanline of a frame, which costs about 60,000 MIPS instructions per frame to deal with. Luckily, the processor runs at 396 MHz, which means the cost of checking the controls is 1% of the CPU's power.
2012-12-18Sync sound.Nebuleon Fumika
In addition to having less sound skipping going on, certain platformer games (I'm looking at you, Super Mario World) are helped by having more synchronised controls. In other words, synchronising the audio also synchronises the controls a bit more.
2012-12-18Remove various explicit delays and reduce screen tearing when drawing ↵Nebuleon Fumika
emulated screens.
2011-03-05first commitKitty Draper