AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
There are still several more general issues that limit melonHLE's general compatibility. I'm also not very confident that the compatibility rate will be on par with the tried and true LLE approach, but the only way to find out is to try out. I will need to clean it up and implement a bunch of the more minor details. The current implementation is also a bit of a pile of hacks. ![]() On the other hand, I don't have it working yet. On one hand, the way wifi works at a high level seems to provide enough leeway that I could get away with somewhat lax sync, and thus better performance. It's too early to tell, but if I can get it working, it may be a good base for local multiplayer and netplay on lower-end platforms, as I said before. So far, I got to the point that there's some data exchange going on, but the connection isn't working due to a timing problem - I need to rework when I send data frames and how to keep all the melonDS instances in sync. However I've also been able to do some melonDS-related work. I've mostly been chilling, bathing, toasting under the Summer sun, pretty standard vacation stuff. I've been taking some vacation time, so this helps a lot, too. Been tired, a bit of a depression burst, medication adjustment and stuff, but overall I'm doing well. So yeah, I have been pretty silent lately, sorry about it. HLE, wifi, netplay: recent developments and ideas If you're running into trouble: Howto/FAQ
0 Comments
Read More
Leave a Reply. |