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path: root/source/nds/entry.cpp
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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