![]() ![]() When a client connects, the host sends its USCOUNTER (the wifi system's microsecond counter) value to that client, which can then compare that to its own USCOUNTER value: the point a connection is established is considered the reference point, and the client will then wait for the host to allow it to run, so it doesn't get too far ahead or behind. I introduced a crude synchronization mechanism where the host of a local multiplayer game can instruct clients to stay in sync. We assume here that you're familiar with local multiplayer terms. For now, I'm keeping my work private, so I'm not bothered by people wanting to try an unfinished branch, reporting issues with it, etc. 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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