Currently it's this, baked in at compile time:Is it possible to have vsync as an option? Dunno' how early in the pipe it's enabled/disabled.
#define UP_SCREEN_UPDATE_METHOD 0
That's nice to hear Did you do that on automatic frame skipping?
re key input: That's much better than jumping all the time, though.Edit: Played through Aladdin to the end and the weird key input thing happened a few times, very rarely though.
Also, I used a saved state at one point and when it was loaded. It gave a loud distorted noice from the left speaker (no sound from the right speaker). It only disappeared when the game was reseted.
Currently it's this, baked in at compile time:
The value for vsync double-buffered is 1, and vsync single buffer is 2.Code:#define UP_SCREEN_UPDATE_METHOD 0
I could make it a runtime setting if I revisit the vsync commit and find that it removes screen tearing but lowers the FPS. If there's no tradeoff to be had, and it just stops the screen tearing, then it'll stay a compile-time define and it'll become 1.
source/nds/gui.hHi, can you tell me what is the file I should edit to have vsync in source ?
Wow.
I am so dumb. This is epic dumb. I'm sorry BassAceGold and everyone else involved... but I have made a mistake.
In the README.md, I write that you need to extract the SDK v0.13beta into /opt/ds2sdk, then overwrite it with v1.2, then add BAG's stuff for DMA, right? I didn't do that fully. So I was compiling against an old libds2b.a. The newer one has the controller status stuff fixed in ds2_getrawInput. Or at least it appears to be fixed in Super Mario World's Chocolate Island 1 level.
Before 1.28, which will have no source-code changes on GitHub, I need to test some games. I just had to throw this out there first.
edit: Yeah, Zelda picks up every single button press, even the slightest tap of the Left and Right keys; Metroid has way high FPS even when the cave collapses, and it doesn't tear at all where Rydian said it did. I'm releasing this post-haste!
I thought there were some files that were in 0.13 but not in 1.2. Actually, I know the GCC version they use is only in 0.13 and is omitted from 1.2, so one has to grab both versions anyway.Wouldn't copying the 1.2 files over the 0.13 beta negate the point in using 0.13? As far as I know, 1.2 is the 0.12 code (has the exact same problems as each other anyway, and the readme version wasn't updated).
Can you test your games a bit more with your custom compiled version? I'd like to know what you think of the changes made by update method 1.Thanks
According to BAG in the SDK forum, that's not even the best the SDK can offer, because I compiled against "0.12 beta" when I thought it was "1.2", and it should have been with 0.13 beta.1.28 is amazing, I can finally retire SnemulDS from my card now!
Haha! If only the GPL didn't force me to publish my source, hm? You can of course take the source and compile it yourself for free. Most GPL projects get more money on support than on the software itself. Though if you want to donate, I have no Paypal, so we'd need to sort something out in private...Huge thanks for your continued development on CATSFC, you make updates bigger than most homebrew projects that make the front page and you do them almost daily (1.28 ought to be on front page today). It's pretty cool how DSTWO owners finally have the proper SNES emulation we were all offered and I gotta say, if continued CATSFC updates were a paid subscription I'd totally buy it.
Nope. 0.12 was actually better for controller status. I'll recover from this SDK switch-up, then continue revisiting the commit log.According to BAG in the SDK forum, that's not even the best the SDK can offer, because I compiled against "0.12 beta" when I thought it was "1.2", and it should have been with 0.13 beta.
So it was actually 0.12 < 0.13, but I thought 0.13 < 1.2.
I really don't know what's happening.I played through F-Zero's three first cups in frameskip 1 and it ran perfectly. Didn't notice any key input lag whatsoever.
When I played Super Mario World (from Allstars), the key input lag was a bit more consistent, making it very hard to play.
In Super Punch Out, it happened more often as well, especially when I reached the 2nd championship vs 'Masked Muscle'. The keyinput lag was happening like 30% of the time, tapping and him not moving and so on.
Which made it very uncomfortable to play.