Nebuleon Fumika
7eb79c076d
Peel loops, aka only unroll loops if their number of iterations is a compile-time constant.
2013-01-12 03:48:20 -05:00
Nebuleon Fumika
75690d5e91
Loop unrolling sucks. It was adding loads of instructions per audio sample.
2013-01-12 03:15:28 -05:00
Nebuleon Fumika
4717df6485
Revert "Remove shifted envelope heights from the code, because one is always set from the other and the shifted height is not used in saved states."
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This reverts commit e3bb4a5f62
.
2013-01-12 03:08:07 -05:00
Nebuleon Fumika
40d30e35ca
Remove redundant writes to support reverse stereo. Define FOREVER_FORWARD_STEREO.
2013-01-12 01:09:59 -05:00
Nebuleon Fumika
e3bb4a5f62
Remove shifted envelope heights from the code, because one is always set from the other and the shifted height is not used in saved states.
2013-01-12 00:34:49 -05:00
Nebuleon Fumika
8338e199df
More efficient noise generation taken from blargg's code in Snes9x 1.53.
2013-01-12 00:00:29 -05:00
Nebuleon Fumika
575e93abdc
Reduce memory access in noise generation.
2013-01-11 23:21:41 -05:00
Nebuleon Fumika
e0259e54c2
Prepare for audio optimisations. Fix the indentation in MixStereo().
2013-01-11 21:11:12 -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.
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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.
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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
736484548e
Attempt to optimise the ADD background drawing mode so it's playable on automatic frameskip in games like Super Metroid. It doesn't work well.
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See the video for this bug at <http://www.youtube.com/watch?v=sUWjVxAD9Q8 >.
2013-01-10 18:01:32 -05:00
Nebuleon Fumika
e1ec72de10
Release 1.17.
2013-01-09 04:04:49 -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
3585aa1c2a
Increase the audio frequency to 48 kHz. Timer interrupt intervals and buffer sizes are also tested at 32 kHz and 44.1 kHz.
2013-01-09 02:32:24 -05:00
Nebuleon Fumika
8872841ad1
Try fixing a crash in the sound interrupt.
2013-01-08 23:53:31 -05:00
Nebuleon Fumika
1896286ad5
Permanently remove NO_OPEN_BUS hacks. It was a premature optimisation.
2013-01-08 16:26:43 -05:00
Nebuleon Fumika
65f1ead0e7
Revert "Reinstate FAST_ALIGNED_LSB_WORD_ACCESS for 24-bit jumps." That's in port.h now.
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This reverts commit 3dd99ccae4
.
2013-01-08 16:24:57 -05:00
Nebuleon Fumika
3dd99ccae4
Reinstate FAST_ALIGNED_LSB_WORD_ACCESS for 24-bit jumps.
2013-01-08 16:01:22 -05:00
Nebuleon Fumika
cdd85a7ce6
Reinstate SNES Open Bus. It was making Secret of Mana's introduction screen sound like a NES with a rusty audio controller.
2013-01-08 15:55:55 -05:00
Nebuleon Fumika
36ad810c10
Release 1.16.
2013-01-08 15:24:21 -05:00
Nebuleon Fumika
b89385cc0a
Merge branch 'master' of https://github.com/ShadauxCat/CATSFC
2013-01-08 15:11:30 -05:00
Nebuleon Fumika
e070871850
Remove Open Bus again. Stop synchronising controls so often, now that the audio variable latency problem is fixed.
2013-01-08 15:10:13 -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
1beb671de1
Configurable interrupt interval for the sound timer. Right now, only 22050 Hz audio at 2000-microsecond intervals works.
2013-01-08 15:04:53 -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!
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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
.
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
9bdda53d2e
Add a section about frame skipping in the readme.
2013-01-07 02:38:03 -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