Just a few fixes for the fps counter, also unbreak direct XFB homebrews.

And a couple of fixes for the frameskip : disabled by default, can be set before launching a game, also safer to avoid lockup. 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3950 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
sl1nk3.s
2009-08-08 05:47:08 +00:00
parent 51ddedf512
commit 69f32a76c6
7 changed files with 56 additions and 33 deletions

View File

@ -49,9 +49,9 @@ void CUCode_Zelda::AFCdecodebuffer(const s16 *coef, const char *input, signed sh
}
else
{
// untested !!! i havnt seen such a sample yet :)
ERROR_LOG(DSPHLE, "Untested AFC sample");
// In Pikmin, Dolphin's engine sound is using AFC 5bits, even though such a sound is hard
// to compare, it seems like to sound exactly like a real GC
DEBUG_LOG(DSPHLE, "5 bits AFC sample");
for (int i = 0; i < 16; i += 4)
{

View File

@ -473,9 +473,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
// First jump table at ZWW: 2a6
switch (PB.Format)
{
case 0x0005: // AFC with extra low bitrate (32:5 compression). Not yet seen.
WARN_LOG(DSPHLE, "5 byte AFC - does it work?");
case 0x0005: // AFC with extra low bitrate (32:5 compression).
case 0x0009: // AFC with normal bitrate (32:9 compression).
RenderVoice_AFC(PB, m_ResampleBuffer + 4, _Size);
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);