From b3a7f8f1fceddcd45ec62bcbf75ba128e4f84f5a Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Sun, 3 Feb 2013 19:26:34 -0500 Subject: Synchronise the controller status more spread out inside a rendered frame: * 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. --- source/nds/gui.h | 4 ---- 1 file changed, 4 deletions(-) (limited to 'source/nds/gui.h') diff --git a/source/nds/gui.h b/source/nds/gui.h index 9df2ad2..b2eae62 100644 --- a/source/nds/gui.h +++ b/source/nds/gui.h @@ -24,11 +24,7 @@ #include "fs_api.h" #include "gcheat.h" -#ifdef DS2_DMA -#define UP_SCREEN_UPDATE_METHOD 1 -#else #define UP_SCREEN_UPDATE_METHOD 0 -#endif #define DOWN_SCREEN_UPDATE_METHOD 2 #define MAX_GAMEPAD_MAP 16 -- cgit v1.2.3