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When calibrating the graphics in a new game (as yet unreleased - coming out around Christmas) that uses Malban's "smart list" heavily optimized drawing code, Vectrexy does not change the display at all. Contact me by email at [email protected] for a copy of the program that misbehaves under emulation but works on real hardware. The Vide emulator does handle this code OK so maybe you could borrow the fix from there once the problem area has been identified. It is going to be somewhere in the area of exact cycle timing. Also I believe Malban's upgrade of the Retroarch core should handle anything that Vide handles: https://github.com/malbanGit/libretro-vecx
The game we're working on needs a 48K ROM so people who don't have one of the few flash or SD carts that support a 48K address space may want to play the game using an emulator - most likely yours since you already added support for 48K images some time ago...
thanks,
Graham
The text was updated successfully, but these errors were encountered:
When calibrating the graphics in a new game (as yet unreleased - coming out around Christmas) that uses Malban's "smart list" heavily optimized drawing code, Vectrexy does not change the display at all. Contact me by email at [email protected] for a copy of the program that misbehaves under emulation but works on real hardware. The Vide emulator does handle this code OK so maybe you could borrow the fix from there once the problem area has been identified. It is going to be somewhere in the area of exact cycle timing. Also I believe Malban's upgrade of the Retroarch core should handle anything that Vide handles: https://github.com/malbanGit/libretro-vecx
The game we're working on needs a 48K ROM so people who don't have one of the few flash or SD carts that support a 48K address space may want to play the game using an emulator - most likely yours since you already added support for 48K images some time ago...
thanks,
Graham
The text was updated successfully, but these errors were encountered: