fwiw I've commited some changes to it since the release.Thristian wrote:How well-supported is the SDL front-end? Is it going to be developed further, or is it just a proof-of-concept for other people to work on who don't want to pick apart the Qt interface?
fixed in svn.Thristian wrote:I built the SDL version of Gambatte on OS X, and had some issues - ideally anything that links against SDL would put
Code:
$(sdl-config --cflags)
into the compiler/pre-processor's command-line and
Code:
$(sdl-config --libs)
into the linker's command-line.
Not to the extent of chips like SuperFx for the SNES, no.adventure_of_link wrote:sinamas: WERE there any special chips for the GB (save for the realtime clock, and even then pokemon gold/silver/crystal can still be played without the emulation)
With the DirectDraw engine?creathceann wrote:Fast-forward fast-forwards only within the limits of the screen refresh, so if you have vsync enabled in a fullscreen 60 Hz mode then it'll do nothing. (Apart from muting the sound of course.)
Code: Select all
369 int DirectDrawBlitter::sync(const bool turbo) {
...
378 if (!turbo) {
379 if (vblank && hz60) {
380 if (!(exclusive && flipping))
381 lpDD->WaitForVerticalBlank(DDWAITVB_BLOCKBEGIN, 0);
382 } else
383 BlitterWidget::sync(turbo);
384 }
385
386 const bool dontwait = exclusive && flipping && !(vblank && hz60 && !turbo);