Results 89 comments of Devin Acker

While this would be useful, there are a couple of things that make me a little unsure about actually implementing this: Would it be integrated directly into the default file...

Not a bad idea. I may try to integrate overall GUI hotkeys (for things other than the main emulator window) into the same configurable input system that almost all other...

Probably related to 441de3b40f9146c8ef147bbb6d6c5df0bab2b401 which was a fix for a similar issue with mixed high/low resolution lines in Marvelous. I'll check it out.

It seems to be game-dependent from the (limited) number of games I've tested with so far, but at least with Rudra it currently also only appears to have issues for...

>It would be helpful in some cases if there were an option to populate WRAM with a user defined pattern such as 0xcd or 0xbaadf00d on init in place of...

> I figured it must be stashed away somewhere. It would be a useful function to have on the GUI at some point depending upon how often the configuration is...

This could probably be done in the same way that normal breakpoints let you specify an optional 'data' value to compare against (possibly combined with the selectable operators idea in...

Since the code for it is still in place, I've actually been considering switching back to the "launcher" style of distribution where each core is a separately named executable and...

I've wanted to touch up/expand the memory view highlighting for a while (as you might guess, it was already basically inspired by FCEUX to begin with). I'm going to publish...

Do you have the same problem with other SA-1 games (SMRPG, Kirby Super Star, etc.)? Unfortunately, SA-1 emulation is pretty much always going to have higher system requirements than normal...