I never said you weren't qualified, for the record. It does include a frame skip option to help mitigate this, though. EmuBox is a newer emulator with a bunch of compatible systems. You need someone with both the skills and the time to work on this. Tackling that just comes down to good reverse engineering work.
The killer here is latency. No legitimate homebrew dev does that. Use a hex editor to change the byte located at 0x1D from value 80 to 00. Any addition like that would require a rewrite of the entire graphics back end to get working. The selections for 2019 are exactly the same as 2018.
It supports all of the basic features. Not only that, but players can link wirelessly with a friend to play as Mario and Luigi in multiplayer mode. Still, I kind of think that if other people came along and improved their work while also working well with them they'd be pretty open to incorporating it. No, it still hasn't happened yet. The electrical impulse is communicated through a controller, these days probably a wireless one taking another few ms, and it could be another dozen or so ms before the game code gets to reading this input. And even if they could achieve such low latency it would still potentially be sabotaged by the synchronization in emulators, which is usually once per frame. Focuses on speed, and has major compatibility issues and glitches as a result.
Julie Finds a Way and Kit Mystery Challenge suffer from severe flickering issues which keep those games from being playable on most emulators. The second way to deal with latency is something that's been proposed before. However, there's no legit way to enable it without a homebrew-enabled console. So I've heard people saying it's very difficult to emulate over netplay, it relies on 1ms latency, things like that. Yasu made a shoddy for iDeaS recommended version was 1. It played most of the games we tried during testing as well. It's not very usable or compatible but it can run a few games.
That sounds insurmountable without dedicated hardware. As is, they'd probably have to do something with the packets and reverse engineer them so they always show as having under 1ms ping. Master wrote:You're out of luck there, I'm afraid. There are ads and they are rather annoying. The fix would be later incorporated in other emulators. There might be some private server or the like, but I'm not sure. As an emulator, it's okay.
This emulator aims for accuracy over speed. My question is, what are the barriers for getting local local multiplayer emulated. Rather than having two instances of the same emulator connect over a network, just have one emulator run two instances of its cores. During our testing, it played pretty much every game we threw at it. It's a free emulator with advertising. There might be some private server or the like, but I'm not sure. You just have to have the same thing running on the remote machine and synchronize button presses over the two to maintain the same state.
That's cheaper than it used to be. The main selling point was the use of dual screens for gameplay, with one being a touchscreen. If you're just looking to emulate and preserve multiplayer in any form at all, this works. Includes some emulators not found in above charts. That means it no longer uses adhoc but uses infrastructure network.
You may need to reset the game for it to take effect. If I'm not qualified to tackle it, I have to wonder who is at this point. Emulators differ in their behavior to this region lock. But I can only think of maybe a couple other people that would fit the bill at this point. Ultimate Mortal Kombat suffers from flickering and slowdown due to the way it loads sprites, though it isn't as serious in DraStic. Pokémon Battle Revolution playability is very limited this way. Naturally just how much of an actual impact there is on playability depends a lot on the player, the game, and the actual latency added.
I think everyone needs to lighten up myself included. It's also in active development right now. This apk has been tested on my nonroot Android 7. Star Wars: The Clone Wars — Jedi Alliance is an even more egregious example, crashing due to timing differences between actual hardware and an emulated system. Zeromus has also intentionally used antiquated graphics setups to prevent graphic improvements such as high resolution texture loading and shaders and such. In the local multiplayer scenario there's no device to device communication, just multiple people talking to one device.