Age | Commit message (Collapse) | Author |
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* Before entering the menu, copy the game screen to the Upper Screen if it's on the Lower Screen.
* Now, the frame that's shown in the menu doesn't appear to be the previous frame for a fraction of a second anymore.
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Remove the useless "dynamic cheat" functions.
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custom.
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and custom.
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* Text positioning in message boxes is now controlled by #defines.
* The various MSG_PLAY_SLIDE<n> messages are now one, MSG_SCREENSHOT_SLIDESHOW_KEYS, with \n between lines.
* Use \n in some more message pairs.
* Lengthy scrollers broke. This will be investigated in a later commit.
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descriptions and file names in selectors, to the left AND to the right, to make the interface consistent again (and for practical purposes).
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toggle full-screen (going from mode 3, middle of screen, to mode 4, full-screen smoothed).
This commit uses text that has not been validated in some languages.
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double-buffering. Disable that, again.
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equivalent skip level) for automatic frame skipping. Remove the automatic CPU frequency option, which was making audio emit 0.25 second of silence every so often.
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playing games that don't use all of the MIPS CPU. If all of it is indeed needed, then the game will constantly play at 396 MHz.
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the default value for all games which previously had this value configured.
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audio buffer be free (1 out of 4).
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* 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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otherwise the next screen can go into DMA.
Use channel 1 instead of channel 5, which must be busy for some reason.
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switch to the user's chosen frequency for the game.
Conflicts:
source/nds/ds2_main.c
source/nds/entry.cpp
source/nds/gui.c
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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.
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milliseconds and set both backlights to on.
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unused variable, variable used uninitialised, unused function (when not used anywhere else with a #define).
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PAL timings (20 ms per frame).
User-selected frameskip causes slowdowns if the game runs slower than the resulting frame rate, but synchronises correctly if the game runs faster.
Automatic frame skipping is still the default. It now only skips up to 8 frames, but in some games still skips that entire 8 frames. What's needed is an algorithm that averages frame latencies over a few seconds and skips while the latency is LOWER than the average.
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extent this will save on battery usage, though I do set the DSTWO's CPU to the lowest frequency while it sleeps.
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selection interface freezes when it gets to the folder containing Mightymo's cheat files, whereas it did not do this before with the converted Mightymo cheats. (335 files -> 679, though.)
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