Age | Commit message (Collapse) | Author | |
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2013-01-17 | Reinstate timer-interrupt audio. | Nebuleon Fumika | |
This reverts commit 0d048d05ee50625f15d5235d362df6ee71903fc5. | |||
2013-01-16 | Initialise current_menu to NULL in menu(u16). Otherwise, ↵ | Nebuleon Fumika | |
choose_menu(&main_menu) tries to call the end_function of a menu that's a random pointer. | |||
2013-01-14 | Release 1.20. | Nebuleon Fumika | |
2013-01-14 | Handle a game switching BG modes in the middle of a frame, to hi-res and to ↵ | Nebuleon Fumika | |
lo-res. This fixes Seiken Densetsu 3. | |||
2013-01-14 | Release 1.19. | Nebuleon Fumika | |
2013-01-14 | Forgot to define inputdata for the button touch commit. | Nebuleon Fumika | |
2013-01-14 | Raise the CPU frequency while loading or saving states and while showing ↵ | Nebuleon Fumika | |
their screenshots. | |||
2013-01-14 | Remove some comments in draw_yesno_dialog to make it easier to read. | Nebuleon Fumika | |
2013-01-14 | Make yes/no dialog(ue)s respond to touches on the Yes and No buttons. | Nebuleon Fumika | |
2013-01-14 | The delete (delette?) save state submenu still had 10 slots hardcoded. | Nebuleon Fumika | |
2013-01-14 | Make "Create saved state" have its own row of slot cells. | Nebuleon Fumika | |
Raise the number of cells to 16. Cache existence of saved state files, and invalidate the cache when saving or deleting a saved state. CATSFC/system/gui: Make the unselected and selected cells more visibly different, while also leaving full and empty cells visibly different. | |||
2013-01-14 | Preliminary support for saving to an arbitrary saved state slot. | Nebuleon Fumika | |
Currently, tapping a cell representing a saved state slot in the menu will load it, regardless of the current option, save or load. So the save option only accepts Left, Right and A. | |||
2013-01-13 | Prevent the "Load cheat file" option from showing a file selection dialog if ↵ | Nebuleon Fumika | |
no game is loaded. | |||
2013-01-13 | Use the same update method as the rest of the code to display saved-state ↵ | Nebuleon Fumika | |
screenshots on the upper screen. | |||
2013-01-13 | Localise Yes(A) and No(B) into English, French and Simplified Chinese as [A] ↵ | Nebuleon Fumika | |
Confirm and [B] Cancel. CATSFC/system/gui/sbutto.bmp: Widen the button to accomodate this change. | |||
2013-01-13 | Release 1.18. | Nebuleon Fumika | |
2013-01-13 | Delete server.cpp and netplay.cpp. | Nebuleon Fumika | |
2013-01-13 | Remove the interrupt time setting. | Nebuleon Fumika | |
2013-01-13 | Revert timer-interrupt audio, but not optimisations done since then. Get the ↵ | Nebuleon Fumika | |
controller status every scanline again. | |||
2013-01-13 | Raise the CPU only after the delay required by ds2_setBacklight(). | Nebuleon Fumika | |
2013-01-12 | Stop using the deprecated function S9xMixSamplesO and use S9xMixSamples instead. | Nebuleon Fumika | |
Wrap the offset into the audio buffer less often. | |||
2013-01-12 | soundux.cpp: Inline MixStereo (into S9xMixSamples). | Nebuleon Fumika | |
2013-01-12 | Remove 2 extraneous delays. The 100-millisecond delays before ↵ | Nebuleon Fumika | |
ds2_setBacklight() MUST STAY, however, otherwise the emulator can crash with the bottom backlight off if a touch is recognised twice in a row. That happens with some broken styluses, so it's not unexpected. | |||
2013-01-12 | Fix a buffer overflow in audio handling code that corrupted memory used to ↵ | Nebuleon Fumika | |
carry the state of the GUI. | |||
2013-01-12 | ds2sound.h: Set the interrupt interval to 15.36 milliseconds and explain why. | Nebuleon Fumika | |
2013-01-12 | Revert "Remove shifted envelope heights from the code, because one is always ↵ | Nebuleon Fumika | |
set from the other and the shifted height is not used in saved states." This reverts commit e3bb4a5f62ab6b38eb1a58e700b7d713b4e397b0. | |||
2013-01-12 | Remove redundant writes to support reverse stereo. Define ↵ | Nebuleon Fumika | |
FOREVER_FORWARD_STEREO. | |||
2013-01-12 | Remove shifted envelope heights from the code, because one is always set ↵ | Nebuleon Fumika | |
from the other and the shifted height is not used in saved states. | |||
2013-01-12 | More efficient noise generation taken from blargg's code in Snes9x 1.53. | Nebuleon Fumika | |
2013-01-11 | Reduce memory access in noise generation. | Nebuleon Fumika | |
2013-01-11 | Prepare for audio optimisations. Fix the indentation in MixStereo(). | Nebuleon Fumika | |
2013-01-11 | Stop constantly testing for 16-bit and stereo in sound handlers. Define ↵ | Nebuleon Fumika | |
FOREVER_16_BIT_SOUND and FOREVER_STEREO and use them throughout the code. This is essentially commit 6b36e79013d4c9273a96a9783a2bccdb516f174a, but for sound instead of graphics. | |||
2013-01-11 | Fix the interrupts glitching sound. Put the sound back at 22050 Hz. | Nebuleon Fumika | |
2013-01-11 | Reinstate some delays needed by the code to avoid crashing, and actually ↵ | Nebuleon Fumika | |
explain in code comments why they're needed. I know ds2_setBacklight(unsigned int) needs a delay before it, otherwise if done too close to another call, it crashes. This partially reverts commit 8951fdff1aada126257e07699ea6f132cb8d2e65. | |||
2013-01-10 | Attempt to optimise the ADD background drawing mode so it's playable on ↵ | Nebuleon Fumika | |
automatic frameskip in games like Super Metroid. It doesn't work well. See the video for this bug at <http://www.youtube.com/watch?v=sUWjVxAD9Q8>. | |||
2013-01-09 | Release 1.17. | Nebuleon Fumika | |
2013-01-09 | Attempt to fix the crashing with sound interrupts, part 2: Stop the timer ↵ | Nebuleon Fumika | |
before the menu, and restart it after it ends. | |||
2013-01-09 | Increase the audio frequency to 48 kHz. Timer interrupt intervals and buffer ↵ | Nebuleon Fumika | |
sizes are also tested at 32 kHz and 44.1 kHz. | |||
2013-01-08 | Try fixing a crash in the sound interrupt. | Nebuleon Fumika | |
2013-01-08 | Permanently remove NO_OPEN_BUS hacks. It was a premature optimisation. | Nebuleon Fumika | |
2013-01-08 | Release 1.16. | Nebuleon Fumika | |
2013-01-08 | Configurable interrupt interval for the sound timer. Right now, only 22050 ↵ | Nebuleon Fumika | |
Hz audio at 2000-microsecond intervals works. | |||
2013-01-08 | GLORIOUS interrupt-based sound playback. Now, the note-length-hopping ↵ | Nebuleon Fumika | |
problem isn't as apparent anymore, and automatic frame skipping doesn't go to 8 FPS all the time in Super Mario World. Thank the deities! Reverses the auto frameskip synchronisation from commit dac11c74ac112728016e51625ac9f2a727152ddd, because that doesn't play well with interrupts. | |||
2013-01-07 | Release 1.15. | Nebuleon Fumika | |
2013-01-07 | Require auto_equivalent_skip to be greater than 0 before decrementing it if ↵ | Nebuleon Fumika | |
the code is drawing a frame early in automatic frame skip mode. Otherwise, overflow occurs, and we skip 4 billion images. | |||
2013-01-07 | Revert "Add a bit that tolerates 1/16 latency per frame in automatic ↵ | Nebuleon Fumika | |
frameskip mode." This reverts commit d9b6322caafcbd355848a32acd8b8c0fa1746264. | |||
2013-01-07 | Add a bit that tolerates 1/16 latency per frame in automatic frameskip mode. | Nebuleon Fumika | |
Remove old automatic frameskip code. | |||
2013-01-07 | Smooth out the automatic frame skipping such that it doesn't go from 1 FPS ↵ | Nebuleon Fumika | |
to 8 FPS right away and constantly. The equivalent frame skip will be 2, 3, 5 or 8 most of the time, depending on the game, and will vary a bit depending on rendering demands. For example, the frame skipping in Super Mario World is 3 on the map and in graphically simple levels, and 5 in complex levels. | |||
2013-01-07 | Fix an off-by-one in the manual frameskip code. It would raise the sound ↵ | Nebuleon Fumika | |
speed by 25% if frame skip 3 (Show 1 in 4) rendered a frame early. Optimise the controller code. I don't expect to allow remapping any time soon, because the DS has buttons for every single SNES controller button and nothing more. | |||
2013-01-07 | Add support for user-selected and automatic frame skipping. Add support for ↵ | Nebuleon Fumika | |
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. |