Skurdt
Skurdt
Regular saves require the implementation of one or several of these environments (will depend on what the core asks for): - RETRO_ENVIRONMENT_GET_SYSTEM_DIRECTORY - RETRO_ENVIRONMENT_GET_LIBRETRO_PATH - RETRO_ENVIRONMENT_GET_CORE_ASSETS_DIRECTORY - RETRO_ENVIRONMENT_GET_SAVE_DIRECTORY Save/load states...
Your cores may work if you build the unity project targeting 32bit (building for 32bit is untested). The unity editor only runs in 64bit. What you do is, on the...
This currently supports multiple players but locally only by using 2 devices. To process input differently, you basically have to reimplement the PlayerInputProcessor class and probably not use the PlayerInput...
Using only StopContent() -> Initialize(...) -> StartContent(), I can swap games on nestopia without any errors. What does the resulting string for "libretro.Directorygioco + gioco" look like after the Initialize...
If it's just stopping play mode in unity, the thread probably doesn't have enough time to complete, using a weaker cpu or something else, either way I can't reproduce this....
In the current implementation there's no way to "disconnect" a player, say you join as player 1 on a keyboard, then you're the player 1 on keyboard for all instances....
Only way to debug this is to make debug builds of cores and step into the c side in a debugger. The issue is that it's related both to cpu...
I reworked some of the audio processing. The job used before did do the resampling, or at least tried... Audio stuff is not really something I understand fully. The current...
I'm using glfw to create an invisible window (and it's gl context), render the output there and do a dumb and slow glCopyPixels call onto an array. This then go...
I'm using a very very tiny set of GLFW functions. This is basically to spawn a window and get a dumb opengl framebuffer. Maybe it can be replaced by SDL,...