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* 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.
136 lines
5 KiB
C
136 lines
5 KiB
C
/*******************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net),
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funkyass (funkyass@spam.shaw.ca),
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Joel Yliluoma (http://iki.fi/bisqwit/)
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Kris Bleakley (codeviolation@hotmail.com),
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Matthew Kendora,
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Nach (n-a-c-h@users.sourceforge.net),
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Peter Bortas (peter@bortas.org) and
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zones (kasumitokoduck@yahoo.com)
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com),
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_Demo_ (_demo_@zsnes.com), and Nach
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C4 C++ code
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(c) Copyright 2003 Brad Jorsch
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DSP-1 emulator code
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(c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson,
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John Weidman, neviksti (neviksti@hotmail.com),
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Kris Bleakley, Andreas Naive
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DSP-2 emulator code
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(c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and
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Lord Nightmare (lord_nightmare@users.sourceforge.net
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight, John Weidman, and Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive and John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and distribute Snes9x in both binary and
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source form, for non-commercial purposes, is hereby granted without fee,
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providing that this license information and copyright notice appear with
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all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes
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charging money for Snes9x or software derived from Snes9x.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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*******************************************************************************/
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#ifndef _DISPLAY_H_
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#define _DISPLAY_H_
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START_EXTERN_C
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// Routines the port specific code has to implement
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void S9xTextMode ();
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void S9xGraphicsMode ();
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char *S9xParseArgs (char **argv, int argc);
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void S9xParseArg (char **argv, int &index, int argc);
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void S9xExtraUsage ();
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#ifdef ACCUMULATE_JOYPAD
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void NDSSFCAccumulateJoypad ();
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#endif
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uint32 S9xReadJoypad (int which1_0_to_4);
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bool8 S9xReadMousePosition (int which1_0_to_1, int &x, int &y, uint32 &buttons);
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bool8 S9xReadSuperScopePosition (int &x, int &y, uint32 &buttons);
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void S9xUsage ();
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void S9xInitDisplay (int argc, char **argv);
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void S9xDeinitDisplay ();
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void S9xInitInputDevices ();
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void S9xSetTitle (const char *title);
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void S9xPutImage (int width, int height);
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void S9xParseDisplayArg (char **argv, int &index, int argc);
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void S9xToggleSoundChannel (int channel);
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void S9xSetInfoString (const char *string);
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int S9xMinCommandLineArgs ();
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void S9xNextController ();
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bool8 S9xLoadROMImage (const char *string);
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const char *S9xSelectFilename (const char *def, const char *dir,
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const char *ext, const char *title);
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const char *S9xChooseFilename (bool8 read_only);
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const char *S9xBasename (const char *filename);
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int S9xFStrcmp (FILE *, const char *);
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const char *S9xGetHomeDirectory ();
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const char *S9xGetSnapshotDirectory ();
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const char *S9xGetROMDirectory ();
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const char *S9xGetSRAMFilename ();
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const char *S9xGetFilename (const char *extension);
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const char *S9xGetFilenameInc (const char *);
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END_EXTERN_C
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#endif
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