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author | Nebuleon Fumika | 2013-02-03 19:26:34 -0500 |
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committer | Nebuleon Fumika | 2013-02-03 19:26:34 -0500 |
commit | b3a7f8f1fceddcd45ec62bcbf75ba128e4f84f5a (patch) | |
tree | b1bb5a056cf23ca56a480f4c2bfe92f6f0daafc0 /source/.cvsignore | |
parent | 1ddc8b53fe92a88578f23ace849168bc19ca0cd0 (diff) | |
download | snesemu-b3a7f8f1fceddcd45ec62bcbf75ba128e4f84f5a.tar.gz snesemu-b3a7f8f1fceddcd45ec62bcbf75ba128e4f84f5a.tar.bz2 snesemu-b3a7f8f1fceddcd45ec62bcbf75ba128e4f84f5a.zip |
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.
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