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Main - Development - How to calculate delay which lasts for 1 or 2 frames? Hide post layouts | New reply


temp12312
Posted on 12-04-21 04:30 PM Link | #4796
Hello, I am calling nds schedule event and I can not figure out how to calculate delay which lasts for 1 or 2 frames. So how to calculate it reliably? To do so for 2 frames is it reliable or calculate it for 1 frame and then do one skip in function event callback, so in total 2 frames?...

Generic aka RSDuck
Posted on 12-04-21 04:54 PM Link | #4797
one frame should normally be 6*355*263 cycles, though in theory it can vary.

What exactly are you trying to archieve?

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temp12312
Posted on 12-04-21 06:55 PM Link | #4798
Thanks. It is about emulating touches. If you call functions without delay game sees only the last call I think, because it does not register other function calls.

Generic aka RSDuck
Posted on 12-04-21 07:12 PM Link | #4802
the emulator scheduler isn't the best place to implement something like this, you're probably better off just hooking that in somewhere here: https://github.com/Arisotura/melonDS/blob/master/src/frontend/qt_sdl/main.cpp#L542 so that it will go before or after every call to RunFrame.

If you want to discuss this further I'll recommend hopping onto our IRC channel/Discord server: https://melonds.kuribo64.net/board/thread.php?id=3

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Main - Development - How to calculate delay which lasts for 1 or 2 frames? Hide post layouts | New reply

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