![]() * BSNESv115: allow subframe inputs * BSNESv115: Implement ICycleTiming may be correct, not sure * BSNESv115: add dedicated subframe core I have probably overlooked something... * Don't implement ICycleTiming in the non-subframe core requires re-implementing the "FrameAdvance" function in the subframe core * Register previously missing services in the subframe core as well * Wire up SubBsnes everywhere in the frontend * Change reset cycle to reset instruction * Deduplicate some code * Slightly rework frame advance logic. The main intent here is to prevent a case where two frames are ran within a single "frame." The current code probably wouldn't crash due to that, but best not to do that. Also make SGB work here. A bit of a joke since you really can only abuse it for subframe resets, but might as well especially with the settings implying it's possible (and someone is bound to complain). Co-authored-by: CasualPokePlayer <50538166+CasualPokePlayer@users.noreply.github.com> |
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ExternalTools | ||
Gameboy/Palettes | ||
Lua | ||
NES/Palettes | ||
Shaders | ||
Tools | ||
dll | ||
gamedb | ||
EmuHawkMono.sh | ||
defctrl.json |