🇪🇸 Spain
Joined: 6/27/2025
Posts: 3
Location: 🇪🇸 Spain
Congrats, but you still have some sprite bugs:
Alyosha
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Editor, Emulator Coder, Expert player (4463)
Location: US
Joined: 11/30/2014
Posts: 2958
Location: US
cirote3 wrote:
Congrats, but you still have some sprite bugs:
Thanks for the report, it seems I didn't have the proper fix to the sprite issue. I fixed it correctly and backported to 2.3.2, so the current download of 2.3.2 should be good now.
Alyosha
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Editor, Emulator Coder, Expert player (4463)
Location: US
Joined: 11/30/2014
Posts: 2958
Location: US
I fixed RTC emulation and now pass all of the tests by CasualPokePlayer. I think a lot of things are still wrong, but this now runs a lot closer to how the actual chip works so is improvable in the future if more tests are made.
Alyosha
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Editor, Emulator Coder, Expert player (4463)
Location: US
Joined: 11/30/2014
Posts: 2958
Location: US
Link to video I console verified Rockman Zero 2. With a few other NES games I recently verified, this brings us too 490 current verified runs, only 10 to go to get to 500!
Alyosha
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Editor, Emulator Coder, Expert player (4463)
Location: US
Joined: 11/30/2014
Posts: 2958
Location: US
I still want to eventually get 4 player linking working, but since the performance will be ~30 fps I decided to try doing some multi-threading on the 2-player linked core to see what, if any, improvements I might expect. It turns out instead of an improvement I got big performance penalty, from 60 fps to 20 fps. I guess not enough work is done in a single cycle to offset the synchronization overhead. I would have to do some kind of bulk processing of cycles to make it worth while, but it's not worth breaking my one cycle at a time rule for. So based off that for 4 players it might just break even with single threaded, not really worth it. I think it was a worth while experiment though. I'm not exactly a multi-threading mastermind but at least now I have some idea of when I can expect it to be useful.