Add a toogle to disable / enable fps limiter while playing. The purpose of this is to fast
forward attack animations from. We don't have patience :) This patch is a modified version of the one from szigor from bug #2806869. Please note i've used the already available boost key (SDLK_o) instead of the tab.
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@ -639,7 +639,7 @@ Draw( void) {
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return;
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}
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static void desmume_cycle(int *sdl_quit, struct my_config * my_config)
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static void desmume_cycle(int *sdl_quit, int *boost, struct my_config * my_config)
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{
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static unsigned short keypad;
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static int focused = 1;
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@ -689,6 +689,9 @@ static void desmume_cycle(int *sdl_quit, struct my_config * my_config)
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enable_fake_mic = !enable_fake_mic;
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Mic_DoNoise(enable_fake_mic);
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break;
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case SDLK_o:
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*boost = !(*boost);
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break;
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default:
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break;
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}
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@ -728,6 +731,7 @@ int main(int argc, char ** argv) {
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SDL_sem *fps_limiter_semaphore = NULL;
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SDL_TimerID limiter_timer = NULL;
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int sdl_quit = 0;
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int boost = 0;
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#ifdef DISPLAY_FPS
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u32 fps_timing = 0;
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@ -927,7 +931,7 @@ int main(int argc, char ** argv) {
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}
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while(!sdl_quit) {
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desmume_cycle(&sdl_quit, &my_config);
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desmume_cycle(&sdl_quit, &boost, &my_config);
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#ifdef INCLUDE_OPENGL_2D
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if ( my_config.opengl_2d) {
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@ -939,10 +943,10 @@ int main(int argc, char ** argv) {
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for ( int i = 0; i < my_config.frameskip; i++ ) {
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NDS_SkipNextFrame();
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desmume_cycle(&sdl_quit, &my_config);
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desmume_cycle(&sdl_quit, &boost, &my_config);
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}
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if ( !my_config.disable_limiter) {
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if ( !my_config.disable_limiter && !boost) {
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limiter_frame_counter += 1 + my_config.frameskip;
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if ( limiter_frame_counter >= my_config.fps_limiter_frame_period) {
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limiter_frame_counter = 0;
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