Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-11-02 | remove some sound hacks | aliaspider | |
2014-11-02 | remove alternative sample decoders | aliaspider | |
2014-11-02 | cleanups. | aliaspider | |
2014-11-02 | implement rom loading from memory. | aliaspider | |
2014-10-30 | apply a facelift | aliaspider | |
2014-10-29 | get rid of all remaining C++ code. | aliaspider | |
2014-10-29 | C++ cleanups. (in progress) | aliaspider | |
2014-10-29 | cleanups (cont.) | aliaspider | |
2014-10-28 | cleanups (cont.) | aliaspider | |
2014-10-28 | del some more | aliaspider | |
2014-10-28 | initial libretro port. | aliaspider | |
2013-01-20 | Initial 8-bit sound commit. For the lulz! | Nebuleon Fumika | |
2013-01-12 | Remove redundant writes to support reverse stereo. Define ↵ | Nebuleon Fumika | |
FOREVER_FORWARD_STEREO. | |||
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. | |||
2013-01-07 | 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. | |||
2012-12-27 | Speed 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. | |||
2011-03-05 | first commit | Kitty Draper | |