From 1a7bb26c3975bfbf47dce9d399695e93be7d8700 Mon Sep 17 00:00:00 2001 From: nitsuja Date: Sun, 11 Oct 2009 04:23:13 +0000 Subject: [PATCH] so far I haven't seen this timing option have any effect whatsoever (even in timing-sensitive games) besides slowing down the emulator a lot. I think the result it calculates gets max'ed away the vast majority of the time. And the thing it enables probably isn't very accurate anyway. So let's see if we can get away with leaving it disabled for the time being... --- desmume/src/MMU_timing.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/desmume/src/MMU_timing.h b/desmume/src/MMU_timing.h index dd51e1127..beb0a0ed5 100644 --- a/desmume/src/MMU_timing.h +++ b/desmume/src/MMU_timing.h @@ -47,7 +47,7 @@ //(SOMETIMES THIS IS A BIG SPEED HIT!) // enables emulation of code fetch waits. -#define ACCOUNT_FOR_CODE_FETCH_CYCLES +//#define ACCOUNT_FOR_CODE_FETCH_CYCLES // makes access to DTCM (arm9 only) fast. #define ACCOUNT_FOR_DATA_TCM_SPEED @@ -255,6 +255,7 @@ extern MMU_struct_timing MMU_timing; // calculates the time a single memory access takes, // in units of cycles of the current processor. // this function replaces what used to be MMU_WAIT16 and MMU_WAIT32. +// this may have side effects, so don't call it more than necessary. template FORCEINLINE u32 _MMU_accesstime(u32 addr, bool sequential) {