Age | Commit message (Collapse) | Author |
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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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DS2 dma.h to ds2_dma.h.
Add preliminary support for drawing emulated screens with DS2 DMA.
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experimental branch cherry-pick.
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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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loading in Super Mario World.
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crackle constantly, like a record player. Most audible with earphones.
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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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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.
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* 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.
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milliseconds and set both backlights to on.
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file is not in the correct format.
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commit, the emulator could sometimes give a file out of its order, for example an O* file between two S* files.
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emulation.
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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.
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"disappearing" in the recently played games menu.
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possible as of commit 4b4349ac8afb7dce6c0ca8a64a268f897a295469.
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deep purple instead of a light teal.
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Saved state menu improvements.
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state row.
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* Don't select items defined with type HIDEN_TYPE. That's for items like the card capacity display.
* Don't change current_option and current_option_num until we're sure of what's going on.
* Don't select an item from another menu if you touch a phantom menu item below the last one of the active menu. For example, Video & audio's item 5 would call up the ROM loading dialog. This is now fixed.
* Handle NUMBER_SELECTION_TYPE and STRING_SELECTION_TYPE as invocations of CURSOR_RIGHT. This fixes the language selector not updating the language in the GUI when touched.
* Handle ACTION_TYPE. This fixes the Load cheat file menu item not working when touched.
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#define'd away, GUI volatility is simply removed.
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* Glass buttons. These new buttons are in the SVG format in source/images if you wish to make derived skins.
* Icons from the Tango Icon Library and the RRZE Icon Set. These new icons are in the SVG format in source/images if you wish to make derived skins.
* Main menu: More readable text on unselected options.
* Main menu: Make "New game", "Return to game" and "Reset game" localised in English, French and Simplified Chinese. These three options also all use the same button image now; snewo, snnewo, sreseto, snreseto, sreteno and snreteno are gone and replaced by smaini and snmaini.
* copyright: Update.
* Align main menu icons and text better.
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saved states menu if there were no saved states before. Electing to load #0 messed with the game; electing to save #0 erased the game-specific configuration.
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This reverts commit 1bc1dfc1abf71795c43fe7abb2db487a70c524b2.
Conflicts:
source/nds/ds2sound.h
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This reverts commit 944d9a729455de435c3d200752308ceedf250196.
Conflicts:
source/nds/entry.cpp
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unused variable, variable used uninitialised, unused function (when not used anywhere else with a #define).
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auto frameskip is delaying because it's early.
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bounds
cppcheck: [nds/gui.c:3132]: (error) Array 'tools_options[2]' index 4 out of bounds
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