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/soundux.cpp | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'source/soundux.cpp') diff --git a/source/soundux.cpp b/source/soundux.cpp index dde8a14..c20f366 100644 --- a/source/soundux.cpp +++ b/source/soundux.cpp @@ -1233,6 +1233,15 @@ static inline void MixMono (int sample_count) for (uint32 I = 0; I < (uint32) sample_count; I++) { +#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. + */ + if ((I & 0x7F) == 0x7F) + NDSSFCAccumulateJoypad (); +#endif unsigned long freq = freq0; if (mod) -- cgit v1.2.3