Commit graph

292 commits

Author SHA1 Message Date
Nebuleon Fumika
d1a7bf5eb5 Fully integrate BassAceGold's libraries, finally. The README still states that 1.2 is required to overwrite 0.13's stuff; really, 0.13 is needed only for gcc. So the sequence goes 0.13's gcc -> 1.2 -> BassAceGold's libraries -> make libds2a.a.
DMA function names changed to match BassAceGold's.
2013-02-04 23:45:44 -05:00
Nebuleon Fumika
b1c298ab50 Merge pull request #30 from derpking/patch-1
Update source/dsp1.cpp
2013-02-04 15:06:39 -05:00
Nebuleon Fumika
1c9094d99f Release 1.28 after disabling the controller status sync hack. 2013-02-04 05:57:53 -05:00
derpking
cb610fd0c2 Update source/dsp1.cpp
static const uint16	DSP1ROM[1024]
snes9x 1.53 updated the dummy loops
2013-02-03 21:44:15 -08:00
Nebuleon Fumika
4096050f40 Release 1.27. 2013-02-03 20:12:29 -05:00
Nebuleon Fumika
b3a7f8f1fc 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.
2013-02-03 19:26:34 -05:00
Nebuleon Fumika
1ddc8b53fe Faking out the sound synchronisation with a buffer of silence wasn't necessary. 2013-02-03 16:17:06 -05:00
Nebuleon Fumika
538718997f Write back the data cache before using DMA to draw emulated frames. 2013-02-03 15:52:45 -05:00
Nebuleon Fumika
397bf5192a Add some forgotten DMA files. 2013-02-03 15:29:05 -05:00
Nebuleon Fumika
9b75c09a7f Force waiting for a screen to be transferred (update mode 1) because otherwise the next screen can go into DMA.
Use channel 1 instead of channel 5, which must be busy for some reason.
2013-02-03 06:25:12 -05:00
Nebuleon Fumika
461f240655 Fix a name clash between Snes9x's dma.h and the DS2 dma.h by renaming the DS2 dma.h to ds2_dma.h.
Add preliminary support for drawing emulated screens with DS2 DMA.
2013-02-03 05:59:48 -05:00
Nebuleon Fumika
fd92545013 Whoops. I forgot to replace an instance of ds2_setCPULevel from the experimental branch cherry-pick. 2013-02-03 04:20:51 -05:00
Nebuleon Fumika
02f8184fe0 Make it easier to change the "high" and "low" CPU frequencies, as well as to switch to the user's chosen frequency for the game.
Conflicts:

	source/nds/ds2_main.c
	source/nds/entry.cpp
	source/nds/gui.c
2013-02-03 03:20:47 -05:00
Nebuleon Fumika
7aeebe97e7 Fix an oddity in the sound when returning from a global mute. Fixes music loading in Super Mario World. 2013-02-02 02:21:52 -05:00
Nebuleon Fumika
984682682c Release 1.26. 2013-02-02 01:39:50 -05:00
Nebuleon Fumika
91d7bf5b91 Correct overzealous detection of buffer overruns. It was making the sound crackle constantly, like a record player. Most audible with earphones. 2013-02-02 01:37:16 -05:00
Nebuleon Fumika
25aeb83f7b Release 1.25. 2013-02-01 20:47:46 -05:00
Nebuleon Fumika
d4dd98e8c1 Add an option that controls which element should be more fluid, per game: video or audio.
This makes most games playable, but the player can choose to get fluid audio instead of fluid video in sound-test modes or games with epic soundtracks.
2013-02-01 20:09:24 -05:00
Nebuleon Fumika
e61731a524 Revert the reversed stereo mixing loop. This makes it more consistent with mainline Snes9x, in case of merges from 1.53. It also didn't help much, given that the problem was trying to push 92 milliseconds of audio inside 20 milliseconds of time.
This reverts commit 2b71568408.
2013-02-01 19:02:38 -05:00
Nebuleon Fumika
30fe9eaf6a While killing time between frames, process audio instead of doing nothing. Also correctly fill the buffer with silence when returning from pause. This reduces or eliminates crackling.
The emulator kills time in two circumstances:
* In automatic frameskip mode, without fast forwarding, the emulator kills time if it rendered a frame early.
* In manual frameskip mode, without fast forwarding, the emulator kills time to wait for the next rendered frame.
2013-02-01 18:27:03 -05:00
Nebuleon Fumika
58948ffd1d Make the audio timing more precise.
* Fake out the buffer timing by sending a buffer full of silence when returning from pause. Reduces crackling introduced by the next point.
* Send buffers only once every 23.22 milliseconds, not up to four buffers at once (92.88 milliseconds) and randomly thereafter. Reduces note-length jumpiness.
* Audio may have trouble catching up if external jitter reaches 11.61 milliseconds. That happens if Mode 7 images or filtered modes take a long time to render, or if chips take a long time to execute.
2013-02-01 06:11:59 -05:00
Nebuleon Fumika
58a3dc9b17 Hook fast-forward into Settings.TurboSkipFrames. 2013-02-01 06:10:57 -05:00
Nebuleon Fumika
c9c91f327a Don't initialise the ROM memory at startup, since a ROM needs to be loaded into it anyway. According to BassAceGold's timings, this should save 179 milliseconds. 2013-02-01 00:59:12 -05:00
Nebuleon Fumika
60f6ffcc70 When starting CATSFC, assume the backlights are both on, so don't delay 100 milliseconds and set both backlights to on. 2013-02-01 00:36:51 -05:00
Nebuleon Fumika
f385752705 memcpy vs memmove: memmove correctly handles overlapping source and destination memory buffers, but is slower than memcpy in many implementations. When memory buffers don't overlap, memcpy may be more efficient.
The DS2 SDK is such an implementation, so change many memmoves into memcpys.
2013-02-01 00:33:30 -05:00
Nebuleon Fumika
f0fab191e4 Prevent a file descriptor becoming unusable if the emulator configuration file is not in the correct format. 2013-01-29 22:24:20 -05:00
Nebuleon Fumika
4ff8eab0d0 Assign a filter-related variable right after other filter-related variables. 2013-01-27 15:36:49 -05:00
Nebuleon Fumika
cfa1c811c6 Reimplement Quicksort correctly for file selection screens. Before this commit, the emulator could sometimes give a file out of its order, for example an O* file between two S* files. 2013-01-27 00:45:59 -05:00
Nebuleon Fumika
362b28e937 Suspend on lid-close in the menu. 2013-01-27 00:30:48 -05:00
Nebuleon Fumika
dded216137 Turn off the lower screen's backlight when returning from suspend during emulation. 2013-01-26 20:31:11 -05:00
Nebuleon Fumika
e473daf461 8 is NUM_CHANNELS. (magic constant) 2013-01-26 20:16:02 -05:00
Nebuleon Fumika
365a69d72e Release 1.24. 2013-01-26 19:44:37 -05:00
Nebuleon Fumika
6e69c6201b Fix uninitialised memory access in pitch modulation. 2013-01-26 19:19:18 -05:00
Nebuleon Fumika
f2f7ef3fe9 Fix Tools/Global hotkeys/* refusing to work by touch. 2013-01-26 17:07:26 -05:00
Nebuleon Fumika
2b71568408 Reverse the loop in MixStereo such that instead of "for each channel, for each playback sample, add into the mix buffer", the playback sample is instead written to the mix buffer only when fully mixed from the 8 SNES sound channels.
Verified working with Secret of Mana, Super Bomberman 5 and Super Mario World.
2013-01-26 14:49:18 -05:00
Nebuleon Fumika
2b9a9dc05b Decide whether SuperFX and SA-1 chips are enabled only once per frame. This saves a few million instructions per second. (Inspired by Snes9x-Euphoria) 2013-01-26 14:47:59 -05:00
Nebuleon Fumika
433749b6ef Merge branch 'master' into 8bitsound 2013-01-23 20:16:46 -05:00
Nebuleon Fumika
d57eea6b4f Slight change to soundux.cpp. 2013-01-23 20:05:23 -05:00
Nebuleon Fumika
44164cce8c Release 1.23. 2013-01-22 04:55:46 -05:00
Nebuleon Fumika
3f45905176 Add a preview for hotkeys. 2013-01-22 04:41:50 -05:00
Nebuleon Fumika
2cf733eef4 Add three hotkeys: temporary fast-forward, sound toggle and return to menu. These hotkeys can be overridden per game so that the global version of the hotkey can be ignored.
* Language file fixups related to \n (newlines).
* Pictochat fixups: shorten START and SELECT to ST and SEL. Should still be recognisable.
2013-01-22 04:16:15 -05:00
Nebuleon Fumika
f81781ae8c Properly finalise the current menu when returning to the game. Fixes entries "disappearing" in the recently played games menu. 2013-01-21 23:33:03 -05:00
Nebuleon Fumika
40596a7d68 Triangle wave ALL the channels! 2013-01-21 22:35:21 -05:00
Nebuleon Fumika
7d788578b2 Initial 8-bit sound commit. For the lulz! 2013-01-20 22:26:24 -05:00
Nebuleon Fumika
0f91ed22f3 Release 1.22. 2013-01-20 22:25:35 -05:00
Nebuleon Fumika
80f2e13043 Fix a regression with touching "recently played games". 2013-01-20 22:22:24 -05:00
Nebuleon Fumika
656eeab87f Release 1.21. 2013-01-20 19:20:54 -05:00
Nebuleon Fumika
7ca34093be Remove GBAFILE from the icon list as it's never used. 2013-01-20 19:17:48 -05:00
Nebuleon Fumika
73e8f96a3b Assert that the icon set will not change according to language. This is possible as of commit 4b4349ac8a. 2013-01-20 18:37:44 -05:00
Nebuleon Fumika
b6a2065e21 Remove SUBSELB from the icon list as it's never used. Make inactive items a deep purple instead of a light teal. 2013-01-20 18:35:16 -05:00