From 12c5afbe60035f52da6ae33e853ea01fe075d06c Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Tue, 8 Jan 2013 03:23:55 -0500 Subject: GLORIOUS interrupt-based sound playback. Now, the note-length-hopping problem isn't as apparent anymore, and automatic frame skipping doesn't go to 8 FPS all the time in Super Mario World. Thank the deities! Reverses the auto frameskip synchronisation from commit dac11c74ac112728016e51625ac9f2a727152ddd, because that doesn't play well with interrupts. --- source/cpuexec.cpp | 11 ----------- 1 file changed, 11 deletions(-) (limited to 'source/cpuexec.cpp') diff --git a/source/cpuexec.cpp b/source/cpuexec.cpp index b90da6d..c4836ec 100644 --- a/source/cpuexec.cpp +++ b/source/cpuexec.cpp @@ -211,19 +211,8 @@ void S9xClearIRQ (uint32 source) CLEAR_IRQ_SOURCE (source); } -static unsigned int sync_last= 0; -static unsigned int sync_next = 0; -static unsigned int framenum = 0; -static unsigned int realframe = 0; - -extern "C" unsigned int game_fast_forward; -static unsigned int skip_rate= 0; - void S9xDoHBlankProcessing () { - unsigned int syncnow; - unsigned int syncdif; - #ifdef CPU_SHUTDOWN CPU.WaitCounter++; #endif -- cgit v1.2.3