From b3a7f8f1fceddcd45ec62bcbf75ba128e4f84f5a Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Sun, 3 Feb 2013 19:26:34 -0500 Subject: Synchronise the controller status more spread out inside a rendered frame: * 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. --- source/gfx.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'source/gfx.cpp') diff --git a/source/gfx.cpp b/source/gfx.cpp index 1b429c6..9ea0a97 100644 --- a/source/gfx.cpp +++ b/source/gfx.cpp @@ -1169,6 +1169,14 @@ void S9xSetupOBJ () static void DrawOBJS (bool8 OnMain = FALSE, uint8 D = 0) { +#ifdef ACCUMULATE_JOYPAD +/* + * This call allows NDSSFC to synchronise the DS controller more often. + * If porting a later version of Snes9x into NDSSFC, it is essential to + * preserve it. + */ + NDSSFCAccumulateJoypad (); +#endif #ifdef MK_DEBUG_RTO if(Settings.BGLayering) fprintf(stderr, "Entering DrawOBJS() for %d-%d\n", GFX.StartY, GFX.EndY); #endif @@ -2314,6 +2322,14 @@ static void DrawBackgroundMode5 (uint32 /* BGMODE */, uint32 bg, uint8 Z1, uint8 static void DrawBackground (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2) { +#ifdef ACCUMULATE_JOYPAD +/* + * This call allows NDSSFC to synchronise the DS controller more often. + * If porting a later version of Snes9x into NDSSFC, it is essential to + * preserve it. + */ + NDSSFCAccumulateJoypad (); +#endif GFX.PixSize = 1; BG.TileSize = BGSizes [PPU.BG[bg].BGSize]; -- cgit v1.2.3