mirror of https://github.com/bsnes-emu/bsnes.git
![]() byuu says: It does add some more code to the CPU::step() function, so performance probably went down actually, by about 1%. Removing the input.tick() call didn't compensate as much as I'd hoped. Hooked up Super Scope and Justifier support. The good news is that the Justifier alignment doesn't get fucked up anymore when you go off-screen. Never could fix that in the old version. The bad news is that it takes a major speed hit for the time being. I need to figure out how to run the CPU and input threads out of order. Every time I try, the input gets thrown off by most of a scanline. Right now, I'm forced to sync constantly to get the latching position really accurate. But worst case, I can cut the syncs down by skipping large chunks around the cursor position, +/-40 clock cycles. So it's only temporarily slow. Lastly, killed the old Input class, merged Controllers class into it. I actually like Controllers as a name better, but it doesn't jive with video/audio/input, so oh well. |
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bsnes | ||
snesfilter | ||
snespurify | ||
snesshader |