Given the reception of my last FPGA article which wasn't taken at all as I had intended, the prospect makes me a bit nervous, but I feel an article on the subject of FPGAs and their role in emulation would make a great complement to the recent article about cooperative threading.
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Unfortunately the devices cannot be ordered online, as there is no vendor making them, but for anyone with some electrical engineering experience, the full schematics and source code are available online for free here. I want to stress this only affected the frame advance functionality and not normal gameplay, but still, the analysis and findings were rather illuminating, so I thought I'd share a breakdown of what went wrong and how it was fixed.Īrticle link here. I wrote a post-mortem on a recent frame advance bug causing two additional frames of input latency. Run-ahead is a technique to remove internal processing delay frames from games, resulting in the perception of reduced input latency. Update: beta version If you had bad luck trying run-ahead before, it should work now.
There are many other enhancements since v as well. I've released bsnes v The major new feature in this release is run-ahead support, which allows you to achieve lower input latencies than even real hardware by removing internal game processing delays.
So far I like it more than Instagram, and I really like having separate categories for images. Still trying to find a good way to do images, so I set up a Pinterest page.