Age | Commit message (Collapse) | Author |
|
Add Italian language
|
|
Add Italian language
|
|
|
|
* All languages except Chinese: Remove redundancy in the New game menu. Remove "from the card".
* All languages except German and Chinese: Remove "games" in "recently played games". It's implied by the rest of the menu.
* Spanish: menu should be menú.
* All languages: modify keys in the screenshot slideshow message so that direction keys are arrows.
* Tools/Screenshots, English, French, Spanish: Stop implying that you can browse the screenshots; instead imply that it's a slideshow you control only sequentially.
* Dutch: Try to shorten "Ga terug naar het spel" so it can fit in a button, by removing the "Ga". It still splits.
|
|
|
|
saved state in certain games. int (32 bit) is now short (16 bit).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
one octave too high.
|
|
|
|
drums exceeding a certain "randomness" threshold. For now that's defined as total variance from a sample to its neighbo(u)r in a block of 16 samples.
|
|
Conflicts:
source/nds/entry.cpp
|
|
full, it's already game over, and getAudiobuff becomes NULL for about 400 milliseconds, stopping all emulation.
|
|
to avoid buffer overruns. Buffer overruns pause the game for about half a second.
|
|
on-the-fly is just not stable on the DSTwo.
|
|
and this revert brings the code a bit closer to mainline Snes9x.
|
|
the Loading screen to disappear, and allows invoking New Game straight away.
|
|
|
|
maps load faster.
|
|
unused but constantly re-zeroed.
Frees up 320 KiB for other uses, and saves ~4 milliseconds at emulator startup, when resetting the APU and when loading a new game.
|
|
Touch Screen is pressed.
This avoids bringing up, or exiting from, multiple menus if you happen to press something for longer than 1/5 second.
The modification does not apply to the directional pad in all menus, or the L and R buttons in file selectors.
|
|
|
|
double-buffering. Disable that, again.
|
|
as it only takes a few milliseconds.
|
|
Use sound interpolation to make it sound even more like the SNES.
|
|
|
|
storage cards! Instead, save them once when the menu that contains the settings that the user changed is exited, IF the settings' values changed, OR once when updating the list of most-recently played games.
Automatically save the SRAM in most cases, including game changes.
This commit also makes it unnecessary to save the game config of the previous game when loading another, makes it load certain settings correctly, and MAY make it avoid creating a file for a game's settings if the user never changes them from the defaults.
|
|
equivalent skip level) for automatic frame skipping. Remove the automatic CPU frequency option, which was making audio emit 0.25 second of silence every so often.
|
|
|
|
splash screen.
Fix uninitialised memory access in Check_LoadArg.
|
|
screen, current gamepak variables, game config stuff and so on are all consistent.
|
|
|
|
directory become the one transferred via arguments in that case.
|
|
|
|
playing games that don't use all of the MIPS CPU. If all of it is indeed needed, then the game will constantly play at 396 MHz.
|
|
the default value for all games which previously had this value configured.
|
|
invokes a recursive directory scan to calculate how much space is used first.
|
|
audio buffer be free (1 out of 4).
|
|
that 1.2 is required to overwrite 0.13's stuff; really, 0.13 is needed only for `gcc`. So the sequence goes 0.13's `gcc` -> 1.2 -> BassAceGold's libraries -> make `libds2a.a`.
DMA function names changed to match BassAceGold's.
|
|
Update source/dsp1.cpp
|
|
|
|
static const uint16 DSP1ROM[1024]
snes9x 1.53 updated the dummy loops
|
|
|
|
* 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.
|
|
|
|
|