Nebuleon Fumika
12c5afbe60
GLORIOUS interrupt-based sound playback. Now, the note-length-hopping 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!
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Reverses the auto frameskip synchronisation from commit dac11c74ac
, because that doesn't play well with interrupts.
2013-01-08 03:23:55 -05:00
Nebuleon Fumika
e4d3aeac2a
Release 1.15.
2013-01-07 21:15:43 -05:00
Nebuleon Fumika
7d57e5aa45
Require auto_equivalent_skip to be greater than 0 before decrementing it if the code is drawing a frame early in automatic frame skip mode. Otherwise, overflow occurs, and we skip 4 billion images.
2013-01-07 20:46:10 -05:00
Nebuleon Fumika
377c6bcadb
Revert "Add a bit that tolerates 1/16 latency per frame in automatic frameskip mode."
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This reverts commit d9b6322caa
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2013-01-07 19:41:29 -05:00
Nebuleon Fumika
42c8a90d38
Add a bit that tolerates 1/16 latency per frame in automatic frameskip mode.
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Remove old automatic frameskip code.
2013-01-07 16:21:32 -05:00
Nebuleon Fumika
dac11c74ac
Smooth out the automatic frame skipping such that it doesn't go from 1 FPS 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.
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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 04:38:35 -05:00
Nebuleon Fumika
8447b6304c
Fix an off-by-one in the manual frameskip code. It would raise the sound speed by 25% if frame skip 3 (Show 1 in 4) rendered a frame early.
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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 03:28:22 -05:00
Nebuleon Fumika
c01c25febe
Add support for user-selected and automatic frame skipping. Add support for PAL timings (20 ms per frame).
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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.
2013-01-07 02:16:34 -05:00
Nebuleon Fumika
6c5bd75716
Language file overhaul, part 2. Remove unused messages in all languages.
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It's actually reloading icons that takes so much time.
2013-01-06 03:45:11 -05:00
Nebuleon Fumika
81cf5b3cd1
Language message overhaul, part 1.
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Clean up the names of messages. Mark those that are unused as such in code comments. Raise the CPU level while loading a message file, because it really does take half a second to load a 16 KB file on the lowest frequency (what the eff?).
2013-01-06 01:07:42 -05:00
Nebuleon Fumika
6afa4a432b
Release 1.14.
2013-01-05 20:22:25 -05:00
Nebuleon Fumika
1c48900fda
Sync ALL bits of the joypad again. This may make controls a bit slower to parse, but is required by Super Mario All-Stars at least.
2013-01-05 04:01:01 -05:00
Nebuleon Fumika
6df0031bdb
Mess with Mode 5 some more. Secret of Mana's menu sprite is fixed; however, as of commit 3cd20e203f
(still not fixed in this commit!), Donkey Kong Country's Rareware icon is split by black columns.
2013-01-05 02:19:00 -05:00
Nebuleon Fumika
7c1327bd24
Move all CPU cycle calculations into cpuops.cpp.
2013-01-04 23:12:10 -05:00
Nebuleon Fumika
bfef6f17bd
Move some CPU cycle calculation from address resolution to the opcodes. This is to eventually move it from the resolved-address ops as well, reducing the number of memory stores.
2013-01-04 15:54:12 -05:00
Nebuleon Fumika
7c2a30c5b5
Sleep when the lid is closed AND emulation is running. I don't know to what extent this will save on battery usage, though I do set the DSTWO's CPU to the lowest frequency while it sleeps.
2013-01-02 03:20:47 -05:00
Nebuleon Fumika
378f5a0e3f
Release 1.13.
2013-01-02 01:43:11 -05:00
Nebuleon Fumika
ac4de708b5
Make Display Mode 4 an antialiased whole-screen mode.
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* source/nds/displaymodes.cpp: Rewritten, assigned copyright to myself (GPLv2).
* CATSFC/system/language.msg: Changed the English and French text for display modes.
2013-01-02 01:18:18 -05:00
Nebuleon Fumika
c43b58481f
Remove unused files. This reduces the plugin's size by 214 KB.
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unicode.c, unicode.h, charsets.c, charsets.h: UTF-8 is universally used in CATSFC. Drop unused support for GBK/SJIS encodings.
2013-01-01 21:31:25 -05:00
Nebuleon Fumika
3cd20e203f
Render double-width-res tiles from Background Mode 5 as half-width tiles. This makes the menu text in Secret of Mana readable.
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Sprites in Background Mode 5 are still messed up. At least they're at the right X coordinate, roughly...
2013-01-01 03:53:45 -05:00
Nebuleon Fumika
73f8077a2a
Release 1.12.
2012-12-31 23:52:52 -05:00
Nebuleon Fumika
2572e07369
ppu.cpp: Store multiplicands and quotients using aligned 16-bit writes (little-endian). Fold more identical case statements in the huge switch.
2012-12-31 19:38:36 -05:00
Nebuleon Fumika
4846dfa867
Fix PPU resets. This fixes Legend of Zelda: A Link to the Past.
2012-12-31 19:09:18 -05:00
Nebuleon Fumika
c5d385d664
MIPS requires 2-byte reads to be aligned to even addresses. #define FAST_ALIGNED_LSB_WORD_ACCESS and use it to read absolute 24-bit addresses as either 1 byte & 1 halfword, or 1 halfword & 1 byte.
2012-12-31 13:46:47 -05:00
Nebuleon Fumika
22fa90a3b3
Image modifications.
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CATSFC/system/gui/boot.bmp: Remove the Engrish, although it was funny ("Enjoy yourself! All pleasure in it"). Replace it with a controller and the text "Loading...".
catsfc.bmp: Remove the CAT and replace it with a controller. In the .ini, it's already written as CATSFC anyway.
copyright: Update with image attribution per CC-BY-NC-ND 3.0.
source/images: Create, with .psd files for the two modified .bmp files.
2012-12-30 17:00:24 -05:00
Nebuleon Fumika
2587113139
Bump to version 1.11 for another release.
2012-12-30 16:12:51 -05:00
Nebuleon Fumika
1bdf314192
Return to 22050 Hz audio. 48000 Hz was just too much to handle, apparently.
2012-12-30 15:56:36 -05:00
Nebuleon Fumika
8956d5cff2
Clean up some backslashes at the end of lines.
2012-12-30 15:30:14 -05:00
Nebuleon Fumika
b7867f01cc
Memory access optimisations in sprite rendering.
2012-12-30 14:34:12 -05:00
Nebuleon Fumika
d1d0c81af8
Rendering optimisations.
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tile.cpp: Optimise the common case of drawing an unclipped but possibly flipped 8x8 tile. Instead of calling WRITE_4PIXELS16 16 times, each performing setup and teardown, move the loop into DrawTile16.
tile.h, tile.cpp, gfx.h, gfx.cpp: End the use of global variable GFX.ScreenColors to pass around the current frame's palette. This saves on memory stores/loads.
2012-12-30 00:20:45 -05:00
Nebuleon Fumika
e5a0c9146a
Transform macros into loops to render tiles.
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At -O3 these get unrolled; at -Os they become shorter code, fitting into the cache with other code.
2012-12-28 22:19:23 -05:00
Nebuleon Fumika
c01a2a4216
Keep the audio processing unit (APU) enabled even when the user disabled the audio for a game. This allows some games that synchronise on the APU's actions to continue working.
2012-12-28 01:45:40 -05:00
Nebuleon Fumika
09b5fdb861
Revert "Switch to the more complete Snes9x 1.53 documentation." It doesn't match the version used in NDSSFC, and I failed to port to 1.53 anyway.
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This reverts commit 2b23b5cbaf
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2012-12-27 18:51:20 -05:00
Nebuleon Fumika
c8935c352c
Make cleanly without -DCPU_SHUTDOWN.
2012-12-27 18:46:37 -05:00
Nebuleon Fumika
963c3459e5
Accidentally committed the previous revision with sound functions emptied.
2012-12-27 18:10:31 -05:00
Nebuleon Fumika
6b36e79013
Speed up rendering by an unknown amount.
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gfx.cpp, others: Avoid always checking for Settings.SixteenBit if FOREVER_16_BIT is defined.
port.h: Define FOREVER_16_BIT below PIXEL_FORMAT.
2012-12-27 18:02:03 -05:00
Nebuleon Fumika
0f60f047f5
Add the update methods for the upper and lower screen into defines.
2012-12-26 15:40:35 -05:00
Nebuleon Fumika
e5869adc44
Merge Registers structures into their respective CPUs to avoid additional memory addresses being loaded every opcode.
2012-12-26 14:42:02 -05:00
Nebuleon Fumika
139c793b58
Smoother sound. Raise the sound sampling frequency to 48000 Hz.
2012-12-26 11:29:51 -05:00
Nebuleon Fumika
9c1742f6cb
Universally use update method 2 for the lower screen and 0 for the upper screen. Method 1 causes problems after about 15 minutes; despite the double-buffering, screen updates start to tear in the middle consistently.
2012-12-26 11:29:47 -05:00
Nebuleon Fumika
7f0e1fee81
Wait for keys to be released after the yes/no dialog for deleting saved states, instead of delaying.
2012-12-26 11:29:41 -05:00
Nebuleon Fumika
1fd0171c5f
Bump version number to 1.10 for the APU half-carry bug and optimisations.
2012-12-24 04:01:50 -05:00
Nebuleon Fumika
f29c76dc58
End the use of global variables for CPU emulation. This creates fewer memory store instructions in many SNES, SA1 and APU opcodes.
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Fix the APU half-carry bug, which may be audible.
globals.cpp: Get rid of A1, A2, A3, A4, W1, W2, W3, W4, Int8, Int16, Int32, Work8, Work16, Work32, Ans8, Ans16, Ans32.
2012-12-24 03:53:20 -05:00
Nebuleon Fumika
e7ce8dd66c
Bump to v. 1.09. Update the readme for cheats. Update the github link in source.txt.
2012-12-24 02:15:42 -05:00
Nebuleon Fumika
e036c88be6
Merge branch 'optimisation'
2012-12-24 01:25:23 -05:00
Nebuleon Fumika
b90664ac44
Merge branch 'cheats'
2012-12-24 01:25:08 -05:00
Nebuleon Fumika
f843d68bb6
Make the GUI accept and save Snes9x's cheat file format. Improve support for saving the values present in ROM/RAM before a cheat is applied.
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Beautify the cheat selection menu, making it more tabular.
2012-12-24 01:15:41 -05:00
Nebuleon Fumika
bb39cc8236
Correctly handle multi-part codes, for all cheat types (GG, PAR, GF).
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They are currently loaded as multiple codes, however.
2012-12-23 20:51:14 -05:00
Nebuleon Fumika
7a6ffe8a1e
Screen tearing-related fix.
2012-12-23 18:03:54 -05:00
Nebuleon Fumika
d1fe64aef0
Various optimisations in the CPU emulation.
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Run the opcode as a tail call from the address calculation. This cuts on the needed return instructions.
Pass the opcode address as a parameter; this keeps it in a register most of the time and avoids memory stores.
2012-12-23 16:13:54 -05:00