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AgeCommit message (Collapse)Author
2017-08-14C++ comments need to become Ctwinaphex
2017-08-14Deleted several unused variables, code and files.João Silva
2017-06-18Support for savestate versioning. Plenty of cleanups.João Silva
2017-02-12Type fixes. Fixes from snes9x 1.50. Minor changes and optimizations.João Silva
2017-01-29Converted most types to stdint-style (fixing a few in the process).João Silva
2017-01-16Many cleanups.João Silva
2017-01-14Moved copyright information to copyright file.João Silva
2016-10-15Add copyright notices since certain guys try to push their lucktwinaphex
and 'game off the system' - UNDER NO CIRCUMSTANCES WILL ANY COMMERCIAL RIGHTS EVER BE APPROPRIATED TO ANY ONE PARTY, REGARDLESS OF ANY E-MAILS, BRIBES, ETC.
2016-08-08Cleanuptwinaphex
2016-08-08Cleanupstwinaphex
2014-12-15Remove ACCUMULATE_READ_JOYPADtwinaphex
2014-11-03use stdint/stdboolaliaspider
2014-11-02small cleanupaliaspider
2014-10-30cleanups.aliaspider
2014-10-30remove some unused functions/filesaliaspider
2014-10-30apply a faceliftaliaspider
2014-10-29remove more C++ code.aliaspider
2014-10-29C++ cleanups. (in progress)aliaspider
2014-10-28initial libretro port.aliaspider
2013-02-03Synchronise 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.
2011-03-05first commitKitty Draper