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Update to v106r60 release.
byuu says: I added (imperfect) memory conflict timing to the SA1. Before: - WRAM↔↔ROM ran 7% too fast - ROM↔↔ROM ran 100% too fast - WRAM↔↔IRAM ran 7% too fast - ROM↔↔IRAM ran 7% too fast - IRAM↔↔IRAM ran 287% too fast - BWRAM↔↔BWRAM ran 100% too fast - HDMA ROM↔↔ROM ran 15% too fast - HDMA WRAM↔↔ROM ran 15% too fast - DMA ROM↔↔ROM ran 100% too fast After: - ROM↔↔ROM runs 14% too fast - HDMA WRAM↔↔ROM runs 7% too fast - DMA ROM↔↔ROM runs 4% too fast If you enable this with the fast PPU + DSP, your framerate in SA1 games will drop by 51%. And even if you disable it, you'll still lose 9% speed in SA1 games, and 2% speed in non-SA1 games, because of changes needed to make this support possible. By default, I'm leaving this off. Compile with `-DACCURATE_SA1` (or uncomment the line in sfc/sfc.hpp) if you want to try it out. This'll almost certainly cause some SA1 regressions, so I guess we'll tackle those as they arise.
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18
nall/vector/specialization/uint8_t.hpp
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18
nall/vector/specialization/uint8_t.hpp
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#pragma once
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namespace nall {
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template<> struct vector<uint8_t> : vector_base<uint8_t> {
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using type = vector<uint8_t>;
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using vector_base<uint8_t>::vector_base;
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template<typename U> auto appendl(U value, uint size) -> void {
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for(uint byte : range(size)) append(uint8_t(value >> byte * 8));
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}
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template<typename U> auto appendm(U value, uint size) -> void {
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for(uint byte : reverse(range(size))) append(uint8_t(value >> byte * 8));
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}
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};
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}
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