Age | Commit message (Collapse) | Author | |
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2013-02-04 | Merge pull request #30 from derpking/patch-1 | Nebuleon Fumika | |
Update source/dsp1.cpp | |||
2013-02-04 | Release 1.28 after disabling the controller status sync hack. | Nebuleon Fumika | |
2013-02-03 | Update source/dsp1.cpp | derpking | |
static const uint16 DSP1ROM[1024] snes9x 1.53 updated the dummy loops | |||
2013-02-03 | Release 1.27. | Nebuleon Fumika | |
2013-02-03 | Synchronise the controller status more spread out inside a rendered frame: | Nebuleon Fumika | |
* 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. | |||
2013-02-03 | Faking out the sound synchronisation with a buffer of silence wasn't necessary. | Nebuleon Fumika | |
2013-02-03 | Write back the data cache before using DMA to draw emulated frames. | Nebuleon Fumika | |
2013-02-03 | Add some forgotten DMA files. | Nebuleon Fumika | |
2013-02-03 | Force waiting for a screen to be transferred (update mode 1) because ↵ | Nebuleon Fumika | |
otherwise the next screen can go into DMA. Use channel 1 instead of channel 5, which must be busy for some reason. | |||
2013-02-03 | Fix a name clash between Snes9x's dma.h and the DS2 dma.h by renaming the ↵ | Nebuleon Fumika | |
DS2 dma.h to ds2_dma.h. Add preliminary support for drawing emulated screens with DS2 DMA. | |||
2013-02-03 | Whoops. I forgot to replace an instance of ds2_setCPULevel from the ↵ | Nebuleon Fumika | |
experimental branch cherry-pick. | |||
2013-02-03 | Add SDK modifications by BassAceGold as of 2011-04-14, as well as modified ↵ | Nebuleon Fumika | |
DMA functions as of 2013-01-29. | |||
2013-02-03 | Make it easier to change the "high" and "low" CPU frequencies, as well as to ↵ | Nebuleon Fumika | |
switch to the user's chosen frequency for the game. Conflicts: source/nds/ds2_main.c source/nds/entry.cpp source/nds/gui.c | |||
2013-02-02 | Fix an oddity in the sound when returning from a global mute. Fixes music ↵ | Nebuleon Fumika | |
loading in Super Mario World. | |||
2013-02-02 | Release 1.26. | Nebuleon Fumika | |
2013-02-02 | Add the experimental branch's files to .gitignore. | Nebuleon Fumika | |
2013-02-02 | Correct overzealous detection of buffer overruns. It was making the sound ↵ | Nebuleon Fumika | |
crackle constantly, like a record player. Most audible with earphones. | |||
2013-02-01 | Release 1.25. | Nebuleon Fumika | |
2013-02-01 | Add an option that controls which element should be more fluid, per game: ↵ | Nebuleon Fumika | |
video or audio. This makes most games playable, but the player can choose to get fluid audio instead of fluid video in sound-test modes or games with epic soundtracks. | |||
2013-02-01 | Revert the reversed stereo mixing loop. This makes it more consistent with ↵ | Nebuleon Fumika | |
mainline Snes9x, in case of merges from 1.53. It also didn't help much, given that the problem was trying to push 92 milliseconds of audio inside 20 milliseconds of time. This reverts commit 2b715684087675747df7cb8995695936f20c782b. | |||
2013-02-01 | While killing time between frames, process audio instead of doing nothing. ↵ | Nebuleon Fumika | |
Also correctly fill the buffer with silence when returning from pause. This reduces or eliminates crackling. The emulator kills time in two circumstances: * In automatic frameskip mode, without fast forwarding, the emulator kills time if it rendered a frame early. * In manual frameskip mode, without fast forwarding, the emulator kills time to wait for the next rendered frame. | |||
2013-02-01 | Make the audio timing more precise. | Nebuleon Fumika | |
* Fake out the buffer timing by sending a buffer full of silence when returning from pause. Reduces crackling introduced by the next point. * Send buffers only once every 23.22 milliseconds, not up to four buffers at once (92.88 milliseconds) and randomly thereafter. Reduces note-length jumpiness. * Audio may have trouble catching up if external jitter reaches 11.61 milliseconds. That happens if Mode 7 images or filtered modes take a long time to render, or if chips take a long time to execute. | |||
2013-02-01 | Hook fast-forward into Settings.TurboSkipFrames. | Nebuleon Fumika | |
2013-02-01 | Don't initialise the ROM memory at startup, since a ROM needs to be loaded ↵ | Nebuleon Fumika | |
into it anyway. According to BassAceGold's timings, this should save 179 milliseconds. | |||
2013-02-01 | When starting CATSFC, assume the backlights are both on, so don't delay 100 ↵ | Nebuleon Fumika | |
milliseconds and set both backlights to on. | |||
2013-02-01 | memcpy vs memmove: memmove correctly handles overlapping source and ↵ | Nebuleon Fumika | |
destination memory buffers, but is slower than memcpy in many implementations. When memory buffers don't overlap, memcpy may be more efficient. The DS2 SDK is such an implementation, so change many memmoves into memcpys. | |||
2013-01-29 | Prevent a file descriptor becoming unusable if the emulator configuration ↵ | Nebuleon Fumika | |
file is not in the correct format. | |||
2013-01-27 | Assign a filter-related variable right after other filter-related variables. | Nebuleon Fumika | |
2013-01-27 | Reimplement Quicksort correctly for file selection screens. Before this ↵ | Nebuleon Fumika | |
commit, the emulator could sometimes give a file out of its order, for example an O* file between two S* files. | |||
2013-01-27 | Suspend on lid-close in the menu. | Nebuleon Fumika | |
2013-01-26 | Turn off the lower screen's backlight when returning from suspend during ↵ | Nebuleon Fumika | |
emulation. | |||
2013-01-26 | 8 is NUM_CHANNELS. (magic constant) | Nebuleon Fumika | |
2013-01-26 | Release 1.24. | Nebuleon Fumika | |
2013-01-26 | Fix uninitialised memory access in pitch modulation. | Nebuleon Fumika | |
2013-01-26 | Fix Tools/Global hotkeys/* refusing to work by touch. | Nebuleon Fumika | |
2013-01-26 | Reverse the loop in MixStereo such that instead of "for each channel, for ↵ | Nebuleon Fumika | |
each playback sample, add into the mix buffer", the playback sample is instead written to the mix buffer only when fully mixed from the 8 SNES sound channels. Verified working with Secret of Mana, Super Bomberman 5 and Super Mario World. | |||
2013-01-26 | Decide whether SuperFX and SA-1 chips are enabled only once per frame. This ↵ | Nebuleon Fumika | |
saves a few million instructions per second. (Inspired by Snes9x-Euphoria) | |||
2013-01-23 | Merge branch 'master' into 8bitsound | Nebuleon Fumika | |
2013-01-23 | Slight change to soundux.cpp. | Nebuleon Fumika | |
2013-01-22 | Release 1.23. | Nebuleon Fumika | |
2013-01-22 | Add a preview for hotkeys. | Nebuleon Fumika | |
2013-01-22 | Add three hotkeys: temporary fast-forward, sound toggle and return to menu. ↵ | Nebuleon Fumika | |
These hotkeys can be overridden per game so that the global version of the hotkey can be ignored. * Language file fixups related to \n (newlines). * Pictochat fixups: shorten START and SELECT to ST and SEL. Should still be recognisable. | |||
2013-01-21 | Properly finalise the current menu when returning to the game. Fixes entries ↵ | Nebuleon Fumika | |
"disappearing" in the recently played games menu. | |||
2013-01-21 | Triangle wave ALL the channels! | Nebuleon Fumika | |
2013-01-20 | Initial 8-bit sound commit. For the lulz! | Nebuleon Fumika | |
2013-01-20 | Release 1.22. | Nebuleon Fumika | |
2013-01-20 | Fix a regression with touching "recently played games". | Nebuleon Fumika | |
2013-01-20 | Release 1.21. | Nebuleon Fumika | |
2013-01-20 | Remove GBAFILE from the icon list as it's never used. | Nebuleon Fumika | |
2013-01-20 | Assert that the icon set will not change according to language. This is ↵ | Nebuleon Fumika | |
possible as of commit 4b4349ac8afb7dce6c0ca8a64a268f897a295469. |