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…rt for PAL timings (20 ms per frame). 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.
…und speed by 25% if frame skip 3 (Show 1 in 4) rendered a frame early. 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.
…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. For example, the frame skipping in Super Mario World is 3 on the map and in graphically simple levels, and 5 in complex levels.
…p mode. Remove old automatic frameskip code.
…frameskip mode." This reverts commit d9b6322.
Adjust the automatic frame skipping code to require auto_equivalent_skip to be greater than 0 before reducing the skip if it's early. Otherwise, we end up with overflow, thus skipping 4 billion frames.
Conflicts: CATSFC/system/language.msg Makefile README.md source/cpuexec.cpp source/nds/entry.cpp source/nds/gui.c source/nds/gui.h
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2_Checkout Repository.txt