I wrote up a post-mortem blog post on an issue causing input latency only(!) when using the frame advance function in bsnes, if anyone's interested.
Could be a fun look into the bugfixing process of an emulator maybe.
I posted a new video demonstrating my SNES development hardware (defparam's 21fx design) that I use for reverse engineering the SNES for my bsnes and higan emulators, as well as for game PCB verification for the SNES preservation project: https://www.youtube.com/watch?v=eW_Bz00pTcM
I've posted a new article on my emudev site explaining how bsnes and higan further mitigate input latency. I believe the technique could benefit other emulators as well. I'd be open to hearing your thoughts, thanks!
I've posted a new article on my emudev website explaining cooperative threading, how it can be used in emulation, and what its pitfalls and shortcomings are.
bsnes v111 released. This version fixes all reported issues, and provides a 3% performance improvement.
Windows download: https://bsnes.byuu.org
macOS and Linux downloads: https://cirrus-ci.com/github/byuu/bsnes/master
Source code: https://github.com/byuu/bsnes
I'll be doing an AMA on http://reddit.com/r/pcgaming in two hours, if anyone's interested.
I've posted a new article describing the overall structure of CD-ROMs, as well as making a proposal for a better CD-ROM archival file format. Did you know that each 650MB CD actually encodes ~2.3GB of data?
You may read the article here: https://byuu.net/compact-discs/structure
Another video, this time demonstrating and explaining HD mode 7 in bsnes:
Author of the bsnes and higan emulators.
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