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2017-02-12CPU and Memory Layout accuracy improvements from uosnes and optimizations ↵João Silva
from snes9x2002.
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
2017-01-15Fixed input for games like SMAS and removed joypad swapping option.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.
2016-08-08Cleanupstwinaphex
2016-08-08Cleanupstwinaphex
2015-10-12type of SCPUState.IRQActive was incorrectly set to boolean.aliaspider
2015-02-22Backported S-DD1 emulation.mwksoul
2014-11-26(windows) build fixaliaspider
2014-11-03use stdint/stdboolaliaspider
2014-11-03can build with USE_BLARGG_APU enabled, still not working.aliaspider
2014-11-02remove some sound hacksaliaspider
2014-11-02remove alternative sample decodersaliaspider
2014-11-02cleanups.aliaspider
2014-11-02implement rom loading from memory.aliaspider
2014-10-30apply a faceliftaliaspider
2014-10-29get rid of all remaining C++ code.aliaspider
2014-10-29C++ cleanups. (in progress)aliaspider
2014-10-29cleanups (cont.)aliaspider
2014-10-28cleanups (cont.)aliaspider
2014-10-28del some morealiaspider
2014-10-28initial libretro port.aliaspider
2013-01-20Initial 8-bit sound commit. For the lulz!Nebuleon Fumika
2013-01-12Remove redundant writes to support reverse stereo. Define ↵Nebuleon Fumika
FOREVER_FORWARD_STEREO.
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.
2013-01-07Add 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.
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.
2011-03-05first commitKitty Draper