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2017-12-25Turn getset into C filetwinaphex
2017-08-14C++ comments need to become Ctwinaphex
2017-08-14Deleted several unused variables, code and files.João Silva
2017-08-11Start making this suitable for MSVC and C89twinaphex
2017-06-18Support for savestate versioning. Plenty of cleanups.João Silva
2017-02-12Type fixes. Fixes from snes9x 1.50. Minor changes and optimizations.João Silva
2017-01-29Converted most types to stdint-style (fixing a few in the process).João Silva
2017-01-16Many cleanups.João Silva
2017-01-14Moved copyright information to copyright file.João Silva
2016-10-15Add copyright notices since certain guys try to push their lucktwinaphex
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.
2014-11-03use stdint/stdboolaliaspider
2014-10-30apply a faceliftaliaspider
2014-10-29C++ cleanups. (in progress)aliaspider
2013-02-03Synchronise 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.
2013-01-08Permanently remove NO_OPEN_BUS hacks. It was a premature optimisation.Nebuleon Fumika
2013-01-01Render double-width-res tiles from Background Mode 5 as half-width tiles. ↵Nebuleon Fumika
This makes the menu text in Secret of Mana readable. Sprites in Background Mode 5 are still messed up. At least they're at the right X coordinate, roughly...
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.
2012-12-20Remove the SNES Open Bus behaviour by default. Also simplify translation again.Nebuleon Fumika
SNES Open Bus is a quirk of the memory subsystem that allow reads of invalid addresses to return the last byte read from memory. However, it is seldom needed by a game, and it costs 1 to 3 MIPS instructions per SNES instruction to emulate. If you need SNES Open Bus, you can remove -DNO_OPEN_BUS from the Makefile.
2012-12-18Un-inline a bunch of stuff.Nebuleon Fumika
With the MIPS instruction cache, this means that two consecutive SNES CPU instructions using e.g. the same addressing style or the same opcode have a chance that the second one will use the first one's code and that it will be cached.
2011-03-05first commitKitty Draper