Commit graph

31 commits

Author SHA1 Message Date
Nebuleon Fumika
0d048d05ee Revert timer-interrupt audio, but not optimisations done since then. Get the controller status every scanline again. 2013-01-13 05:00:47 -05:00
Nebuleon Fumika
7cfc6b8bf8 Stop using the deprecated function S9xMixSamplesO and use S9xMixSamples instead.
Wrap the offset into the audio buffer less often.
2013-01-12 21:02:30 -05:00
Nebuleon Fumika
99b19abca3 Remove 2 extraneous delays. The 100-millisecond delays before 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 20:35:47 -05:00
Nebuleon Fumika
253902a30d Fix a buffer overflow in audio handling code that corrupted memory used to carry the state of the GUI. 2013-01-12 20:34:15 -05:00
Nebuleon Fumika
7896e83aa9 Stop constantly testing for 16-bit and stereo in sound handlers. Define FOREVER_16_BIT_SOUND and FOREVER_STEREO and use them throughout the code.
This is essentially commit 6b36e79013, but for sound instead of graphics.
2013-01-11 19:22:59 -05:00
Nebuleon Fumika
0028091d0f Fix the interrupts glitching sound. Put the sound back at 22050 Hz. 2013-01-11 03:31:03 -05:00
Nebuleon Fumika
3a1708474f Reinstate some delays needed by the code to avoid crashing, and actually 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 8951fdff1a.
2013-01-11 03:28:59 -05:00
Nebuleon Fumika
03a0d3457b Attempt to fix the crashing with sound interrupts, part 2: Stop the timer before the menu, and restart it after it ends. 2013-01-09 03:21:44 -05:00
Nebuleon Fumika
8872841ad1 Try fixing a crash in the sound interrupt. 2013-01-08 23:53:31 -05:00
Nebuleon Fumika
4f9bd94497 Configurable interrupt interval for the sound timer. Right now, only 22050 Hz audio at 2000-microsecond intervals works. 2013-01-08 15:08:53 -05:00
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!
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
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."
This reverts commit d9b6322caa.
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.
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.
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.
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).
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
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
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
ac4de708b5 Make Display Mode 4 an antialiased whole-screen mode.
* 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
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
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.
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
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
a194b85003 Preliminary Snes9x-based cheat code support. Not tested, because the file selection interface freezes when it gets to the folder containing Mightymo's cheat files, whereas it did not do this before with the converted Mightymo cheats. (335 files -> 679, though.) 2012-12-22 22:16:55 -05:00
Nebuleon Fumika
a0d0c5e7a5 Eliminate the latency of button press recognition, which was bad enough to lose keys entirely sometimes, and could otherwise delay a button press or release by 200 ms.
This was the entire reason I created the fork, and I finally did it! It syncs the controls every scanline of a frame, which costs about 60,000 MIPS instructions per frame to deal with. Luckily, the processor runs at 396 MHz, which means the cost of checking the controls is 1% of the CPU's power.
2012-12-21 03:50:10 -05:00
Nebuleon Fumika
286bfd5805 Sync sound.
In addition to having less sound skipping going on, certain platformer games (I'm looking at you, Super Mario World) are helped by having more synchronised controls. In other words, synchronising the audio also synchronises the controls a bit more.
2012-12-18 00:40:18 -05:00
Nebuleon Fumika
8951fdff1a Remove various explicit delays and reduce screen tearing when drawing emulated screens. 2012-12-18 00:02:49 -05:00
Kitty Draper
d40ae99422 first commit 2011-03-05 21:39:25 -05:00