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.
This commit is contained in:
Nebuleon Fumika 2013-02-03 19:26:34 -05:00
parent 1ddc8b53fe
commit b3a7f8f1fc
9 changed files with 156 additions and 123 deletions

View file

@ -71,7 +71,7 @@ DEFS := -DSPC700_C -DEXECUTE_SUPERFX_PER_LINE -DSDD1_DECOMP \
-DNO_INLINE_SET_GET -DNOASM -DHAVE_MKSTEMP '-DACCEPT_SIZE_T=size_t' \
-DUNZIP_SUPPORT -DFOREVER_16_BIT_SOUND -DFOREVER_STEREO \
-DFOREVER_FORWARD_STEREO -DNO_VOLATILE_SOUND \
-DSYNC_JOYPAD_AT_HBLANK -DDS2_DMA
-DACCUMULATE_JOYPAD -DDS2_DMA
.PHONY: clean makedirs
.SUFFIXES: .elf .dat .plg

View file

@ -105,7 +105,7 @@
#include "sa1.h"
#include "spc7110.h"
#ifdef SYNC_JOYPAD_AT_HBLANK
#ifdef ACCUMULATE_JOYPAD
#include "display.h"
#endif
@ -473,15 +473,14 @@ void S9xDoHBlankProcessing_SFX ()
switch (CPU.WhichEvent)
{
case HBLANK_START_EVENT:
#ifdef SYNC_JOYPAD_AT_HBLANK
// Re-get the controls every hblank. A resolution algorithm in
// ppu.cpp will determine with greater accuracy whether a key was
// pressed or released during the frame.
uint32 i;
for (i = 0; i < 5; i++)
{
IPPU.JoypadsAtHBlanks [i][CPU.V_Counter] = S9xReadJoypad (i);
}
#ifdef ACCUMULATE_JOYPAD
/*
* This call allows NDSSFC to synchronise the DS controller more often.
* If porting a later version of Snes9x into NDSSFC, it is essential to
* preserve it.
*/
if ((CPU.V_Counter & 0xF) == 0)
NDSSFCAccumulateJoypad ();
#endif
if (IPPU.HDMA && CPU.V_Counter <= PPU.ScreenHeight)
IPPU.HDMA = S9xDoHDMA (IPPU.HDMA);
@ -663,15 +662,13 @@ void S9xDoHBlankProcessing_NoSFX ()
switch (CPU.WhichEvent)
{
case HBLANK_START_EVENT:
#ifdef SYNC_JOYPAD_AT_HBLANK
// Re-get the controls every hblank. A resolution algorithm in
// ppu.cpp will determine with greater accuracy whether a key was
// pressed or released during the frame.
uint32 i;
for (i = 0; i < 5; i++)
{
IPPU.JoypadsAtHBlanks [i][CPU.V_Counter] = S9xReadJoypad (i);
}
#ifdef ACCUMULATE_JOYPAD
/*
* This call allows NDSSFC to synchronise the DS controller more often.
* If porting a later version of Snes9x into NDSSFC, it is essential to
* preserve it.
*/
NDSSFCAccumulateJoypad ();
#endif
if (IPPU.HDMA && CPU.V_Counter <= PPU.ScreenHeight)
IPPU.HDMA = S9xDoHDMA (IPPU.HDMA);

View file

@ -97,6 +97,9 @@ void S9xGraphicsMode ();
char *S9xParseArgs (char **argv, int argc);
void S9xParseArg (char **argv, int &index, int argc);
void S9xExtraUsage ();
#ifdef ACCUMULATE_JOYPAD
void NDSSFCAccumulateJoypad ();
#endif
uint32 S9xReadJoypad (int which1_0_to_4);
bool8 S9xReadMousePosition (int which1_0_to_1, int &x, int &y, uint32 &buttons);
bool8 S9xReadSuperScopePosition (int &x, int &y, uint32 &buttons);

View file

@ -1169,6 +1169,14 @@ void S9xSetupOBJ ()
static void DrawOBJS (bool8 OnMain = FALSE, uint8 D = 0)
{
#ifdef ACCUMULATE_JOYPAD
/*
* This call allows NDSSFC to synchronise the DS controller more often.
* If porting a later version of Snes9x into NDSSFC, it is essential to
* preserve it.
*/
NDSSFCAccumulateJoypad ();
#endif
#ifdef MK_DEBUG_RTO
if(Settings.BGLayering) fprintf(stderr, "Entering DrawOBJS() for %d-%d\n", GFX.StartY, GFX.EndY);
#endif
@ -2314,6 +2322,14 @@ static void DrawBackgroundMode5 (uint32 /* BGMODE */, uint32 bg, uint8 Z1, uint8
static void DrawBackground (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
{
#ifdef ACCUMULATE_JOYPAD
/*
* This call allows NDSSFC to synchronise the DS controller more often.
* If porting a later version of Snes9x into NDSSFC, it is essential to
* preserve it.
*/
NDSSFCAccumulateJoypad ();
#endif
GFX.PixSize = 1;
BG.TileSize = BGSizes [PPU.BG[bg].BGSize];

View file

@ -734,6 +734,14 @@ void S9xSyncSpeed ()
{
do {
S9xProcessSound (0);
#ifdef ACCUMULATE_JOYPAD
/*
* This call allows NDSSFC to synchronise the DS controller more often.
* If porting a later version of Snes9x into NDSSFC, it is essential to
* preserve it.
*/
NDSSFCAccumulateJoypad ();
#endif
syncdif = sync_next - getSysTime();
} while (syncdif > 0);
}
@ -767,6 +775,14 @@ void S9xSyncSpeed ()
{
do {
S9xProcessSound (0);
#ifdef ACCUMULATE_JOYPAD
/*
* This call allows NDSSFC to synchronise the DS controller more often.
* If porting a later version of Snes9x into NDSSFC, it is essential to
* preserve it.
*/
NDSSFCAccumulateJoypad ();
#endif
syncdif = sync_next - getSysTime();
} while (syncdif > 0);
// After that little delay, what time is it?
@ -968,17 +984,17 @@ void S9xProcessSound (unsigned int)
if (!game_enable_audio)
return;
if(ds2_checkAudiobuff() > AUDIO_BUFFER_COUNT * 3/4)
{
LastSoundEmissionTime++;
return;
}
unsigned short *audiobuff;
unsigned int Now = getSysTime();
if (Now - LastSoundEmissionTime >= SOUND_EMISSION_INTERVAL)
{
if(ds2_checkAudiobuff() > AUDIO_BUFFER_COUNT * 3/4)
{
LastSoundEmissionTime++;
return;
}
unsigned short *audiobuff;
if (Now - LastSoundEmissionTime >= 11719 /* 500 milliseconds */)
{
LastSoundEmissionTime = Now;
@ -1003,9 +1019,14 @@ void S9xProcessSound (unsigned int)
}
#endif
do {
audiobuff = (unsigned short*)ds2_getAudiobuff();
while (audiobuff == NULL) //There are audio queue in sending or wait to send
{
#ifdef ACCUMULATE_JOYPAD
NDSSFCAccumulateJoypad ();
#endif
audiobuff = (unsigned short*)ds2_getAudiobuff();
} while (audiobuff == NULL); //There are audio queue in sending or wait to send
}
/* If we need more audio samples */
if (so.samples_mixed_so_far < sample_count)
@ -1141,72 +1162,99 @@ const unsigned int keymap[12] = {
static bool8 SoundToggleWasHeld = FALSE;
unsigned int S9xReadJoypad (int which1)
{
struct key_buf inputdata;
#ifdef ACCUMULATE_JOYPAD
// These are kept as DS key bitfields until it's time to send them to Snes9x.
static uint32 PreviousControls = 0x00000000;
static uint32 ControlsPressed = 0x00000000;
static uint32 ControlsReleased = 0x00000000;
void NDSSFCAccumulateJoypad ()
{
struct key_buf inputdata;
ds2_getrawInput(&inputdata);
if (inputdata.key & KEY_LID)
{
LowFrequencyCPU();
ds2_setSupend();
do {
ds2_getrawInput(&inputdata);
mdelay(1);
} while (inputdata.key & KEY_LID);
ds2_wakeup();
// Before starting to emulate again, turn off the lower
// screen's backlight.
mdelay(100); // needed to avoid ds2_setBacklight crashing
ds2_setBacklight(2);
GameFrequencyCPU();
}
u32 HotkeyReturnToMenu = game_config.HotkeyReturnToMenu != 0 ? game_config.HotkeyReturnToMenu : emu_config.HotkeyReturnToMenu;
u32 HotkeyTemporaryFastForward = game_config.HotkeyTemporaryFastForward != 0 ? game_config.HotkeyTemporaryFastForward : emu_config.HotkeyTemporaryFastForward;
u32 HotkeyToggleSound = game_config.HotkeyToggleSound != 0 ? game_config.HotkeyToggleSound : emu_config.HotkeyToggleSound;
if(inputdata.key & KEY_TOUCH ||
(HotkeyReturnToMenu && ((inputdata.key & HotkeyReturnToMenu) == HotkeyReturnToMenu))
) //Active menu
Settings.Paused = 1;
temporary_fast_forward =
(HotkeyTemporaryFastForward && ((inputdata.key & HotkeyTemporaryFastForward) == HotkeyTemporaryFastForward))
;
bool8 SoundToggleIsHeld =
(HotkeyToggleSound && ((inputdata.key & HotkeyToggleSound) == HotkeyToggleSound))
;
if (SoundToggleIsHeld && !SoundToggleWasHeld)
{
game_enable_audio = !game_enable_audio;
game_disableAudio();
}
SoundToggleWasHeld = SoundToggleIsHeld;
ControlsPressed |= inputdata.key & ~PreviousControls;
ControlsReleased |= PreviousControls & ~inputdata.key;
}
#endif // ACCUMULATE_JOYPAD
uint32 S9xReadJoypad (int which1)
{
if(which1 < 1)
{
unsigned int key;
uint32 Controls;
#ifdef ACCUMULATE_JOYPAD
Controls = (PreviousControls | ControlsPressed) & ~ControlsReleased;
PreviousControls = Controls;
ControlsPressed = ControlsReleased = 0x00000000;
#else
{
struct key_buf inputdata;
ds2_getrawInput(&inputdata);
Controls = inputdata.key;
}
#endif
if (Controls & KEY_LID)
{
LowFrequencyCPU();
ds2_setSupend();
struct key_buf inputdata;
do {
ds2_getrawInput(&inputdata);
mdelay(1);
} while (inputdata.key & KEY_LID);
ds2_wakeup();
// Before starting to emulate again, turn off the lower
// screen's backlight.
mdelay(100); // needed to avoid ds2_setBacklight crashing
ds2_setBacklight(2);
GameFrequencyCPU();
}
u32 HotkeyReturnToMenu = game_config.HotkeyReturnToMenu != 0 ? game_config.HotkeyReturnToMenu : emu_config.HotkeyReturnToMenu;
u32 HotkeyTemporaryFastForward = game_config.HotkeyTemporaryFastForward != 0 ? game_config.HotkeyTemporaryFastForward : emu_config.HotkeyTemporaryFastForward;
u32 HotkeyToggleSound = game_config.HotkeyToggleSound != 0 ? game_config.HotkeyToggleSound : emu_config.HotkeyToggleSound;
if(Controls & KEY_TOUCH ||
(HotkeyReturnToMenu && ((Controls & HotkeyReturnToMenu) == HotkeyReturnToMenu))
) //Active menu
Settings.Paused = 1;
temporary_fast_forward =
(HotkeyTemporaryFastForward && ((Controls & HotkeyTemporaryFastForward) == HotkeyTemporaryFastForward))
;
bool8 SoundToggleIsHeld =
(HotkeyToggleSound && ((Controls & HotkeyToggleSound) == HotkeyToggleSound))
;
if (SoundToggleIsHeld && !SoundToggleWasHeld)
{
game_enable_audio = !game_enable_audio;
game_disableAudio();
}
SoundToggleWasHeld = SoundToggleIsHeld;
uint32 key = 0x80000000; // Required by Snes9x
// DS -> SNES
key = (inputdata.key & KEY_A ) << 7; // 0x0001 -> 0x0080
key |= (inputdata.key & KEY_B ) << 14; // 0x0002 -> 0x8000
key |= (inputdata.key & KEY_SELECT) << 11; // 0x0004 -> 0x2000
key |= (inputdata.key & KEY_START ) << 9; // 0x0008 -> 0x1000
key |= (inputdata.key & KEY_UP ) << 5; // 0x0040 -> 0x0800
key |= (Controls & KEY_A ) << 7; // 0x0001 -> 0x0080
key |= (Controls & KEY_B ) << 14; // 0x0002 -> 0x8000
key |= (Controls & KEY_SELECT) << 11; // 0x0004 -> 0x2000
key |= (Controls & KEY_START ) << 9; // 0x0008 -> 0x1000
key |= (Controls & KEY_UP ) << 5; // 0x0040 -> 0x0800
// 0x0010 -> 0x0100; 0x0020 -> 0x0200
// 0x0030 -> 0x0300
key |= (inputdata.key & (KEY_RIGHT | KEY_LEFT)) << 4;
key |= (Controls & (KEY_RIGHT | KEY_LEFT)) << 4;
// 0x0100 -> 0x0010; 0x0200 -> 0x0020; 0x0400 -> 0x0040
// 0x0700 -> 0x0070
key |= (inputdata.key & (KEY_R | KEY_L | KEY_X)) >> 4;
key |= (Controls & (KEY_R | KEY_L | KEY_X)) >> 4;
// 0x0080 -> 0x0400; 0x0800 -> 0x4000
// 0x0880 -> 0x4400
key |= (inputdata.key & (KEY_DOWN | KEY_Y)) << 3;
key |= (Controls & (KEY_DOWN | KEY_Y)) << 3;
/*
for(i= 0; i < 12; i++) //remap key
{
@ -1214,7 +1262,7 @@ unsigned int S9xReadJoypad (int which1)
}
*/
return (key | 0x80000000);
return key;
}
else
return 0;

View file

@ -24,11 +24,7 @@
#include "fs_api.h"
#include "gcheat.h"
#ifdef DS2_DMA
#define UP_SCREEN_UPDATE_METHOD 1
#else
#define UP_SCREEN_UPDATE_METHOD 0
#endif
#define DOWN_SCREEN_UPDATE_METHOD 2
#define MAX_GAMEPAD_MAP 16

View file

@ -2853,43 +2853,10 @@ void S9xUpdateJoypads ()
{
uint32 i;
#ifdef SYNC_JOYPAD_AT_HBLANK
uint32 j, k, KeyValue;
bool8 StartedPressed;
// For each joypad
for (i = 0; i < 5; i++)
{
IPPU.Joypads [i] = 0;
// Sync each key
for (k = 1; k != 0; k <<= 1)
{
KeyValue = IPPU.JoypadsAtHBlanks[i][0] & k;
StartedPressed = KeyValue != 0;
// from each line.
// If, initially, the key is NOT pressed, one line of it being
// pressed means that the key MUST be pressed.
// Otherwise, the key MUST be depressed if it starts pressed.
for (j = 1; j < (Settings.PAL ? SNES_MAX_PAL_VCOUNTER : SNES_MAX_NTSC_VCOUNTER); j++)
{
if ((StartedPressed) && ((IPPU.JoypadsAtHBlanks[i][j] & k) == 0)) {
KeyValue = 0;
break;
}
else if ((!StartedPressed) && ((IPPU.JoypadsAtHBlanks[i][j] & k) != 0)) {
KeyValue = k;
break;
}
}
IPPU.Joypads [i] |= KeyValue;
}
}
#else
for (i = 0; i < 5; i++)
{
IPPU.Joypads [i] = S9xReadJoypad (i);
}
#endif
// S9xMovieUpdate();

View file

@ -152,9 +152,6 @@ struct InternalPPU {
int CurrentLine;
int Controller;
uint32 Joypads[5];
#ifdef SYNC_JOYPAD_AT_HBLANK
uint32 JoypadsAtHBlanks[5][SNES_MAX_PAL_VCOUNTER];
#endif
uint32 SuperScope;
uint32 Mouse[2];
int PrevMouseX[2];

View file

@ -1233,6 +1233,15 @@ static inline void MixMono (int sample_count)
for (uint32 I = 0; I < (uint32) sample_count; I++)
{
#ifdef ACCUMULATE_JOYPAD
/*
* This call allows NDSSFC to synchronise the DS controller more often.
* If porting a later version of Snes9x into NDSSFC, it is essential to
* preserve it.
*/
if ((I & 0x7F) == 0x7F)
NDSSFCAccumulateJoypad ();
#endif
unsigned long freq = freq0;
if (mod)