I'm also trying to fix some other problems, namely how in some games you can't connect more than two players. We still have to see how this goes - we might have to make it optional if it causes problems somewhere. I had to do a few tweaks to get it reliable in certain situations, but so far it gives quite a substantial speed boost and doesn't seem to impact reliability. The only exception to this is when the host sends a beacon frame, but since these are sent at a fixed interval, it's not hard to take them into account. When the host sends a CMD frame, generally there won't be anything else being sent (other than replies and ack) until the end of the CMD_COUNT window, unless some clients failed to reply. The basic idea is that games send multiplayer data at a generally steady rate and the timings are predictable. I've been thinking about the problem and making another experiment, which seems more successful. If you're running into trouble: Howto/FAQ (WIP) Wifi: local multiplayer, online connectivity. ![]() Various display position/sizing/rotation modes.Nearly complete core (CPU, video, audio.While it is still a work in progress, it has a pretty solid set of features: ![]() MelonDS aims at providing fast and accurate Nintendo DS emulation.
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