Jean-Philip Desjardins
Jean-Philip Desjardins
I've been researching this topic a bit deeper these past days and it seems the main thing that makes lots (like 75% from my tests) of games run slowly is...
This is an odd side effect of using ptrace to let the emulator run JITed code. I don't think this can be fixed unfortunately.
From what I understand, the games provide a 640x240 field every 60th of second and the CRT interface is supposed to handle updating the odd/even lines. I think the games...
The algorithm would be something like this: ``` int offset = CSR.field ? 1 : 0; for(int line = 0; i < 240; i++) { uint8* srcLine = field[i]; uint8*...
I don't think there's a 1 fit all solution for this. I think we should first implement the weaving properly which should get rid of the shaking (but will cause...
Could you try renaming the "Play Data Files" folder in your Documents folder to something else to see if that helps in any way?
Did the hang start to happen recently?
Hey there, thanks for this! I know that one source of problems is the communication between the main thread that processes GIF packets and the GS thread. (https://github.com/jpd002/Play-/blob/master/Source/ee/GIF.cpp#L273) `ProcessSinglePacket` processes...
The buzzers are USB devices (from what I can read). I still haven't touched USB emulation.
 There's a few problems with the filename selected for saved states: - It uses the executable name to determine the saved state file name. This game loads different executables,...