I updated https://higan.byuu.org with a bunch of screenshots and descriptions of the status of each emulated core in higan.
The new run-ahead support required deterministic save states as a pre-requisite, so before I write about how run-ahead works in an article, I wrote about how to perform deterministic save states with cooperative threading, if anyone's interested.
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
Author of the bsnes and higan emulators.
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