@Retro_is_COOL MiSTer doesn't allow button combos for key mappings as far as I know.
That being said, you could of course create a special core build using a fixed combo with very little effort.
@wickerwaka@RCAVictorCo Cannot give numbers for every situation as bandwidth depends on burst size and latency (in clock cycles) depends on the clock speed and read/write mode. But one example: at 125 Mhz you can read up to 872MByte/s with 16 clock cycles(128ns) average latency for the first word only
@wickerwaka@RCAVictorCo Yes, burst size, bandwidth and latency can all be tested with this core. I added the description from the old Patreon post to the readme of the cores github page, so it should be easier to understand what it does.
@nuxvomo Most will just use some existing workflow with e.g. DevKitArm and tonc libraries or other comparable solutions.
I went that way, because I think investing time into a workflow that lets me work better and easier is worth it and pays off fast.
I'm currently working on a Rogue-like action game for the GBA. With roughly 10 minute runs it fits perfectly for a portable console. The first test version will be available soon. Once that is out, I really hope for your feedback and suggestions to make it a great game.
@nuxvomo I modified my GBA emulator and replaced the CPU with the code of the game. That way I can run it native under windows and debug with visual studio while still using PPU, DMA or APU emulation. After each coding day, I do a short test against HW to see it behaves the same.
@Shadoff_d Sounds good. I have zero experience with PCFX so I don't know how well the rendering features will map to it, but you can probably find a way. It's all written in C code.
@AndreaBogazzi@sixtyfps The example (SW EP1 Racer) runs at variable fps around 20-50. With 480i, some frames only show half of the rendered image, with 480p we can see the whole image. So yes, in some case(>30fps) more information is shown. With <30 fps you at least never get combining artifacts.
@jamesfmackenzie Not for CPU or GPU, the image is already rendered anyway, the N64 just has no output method for 480p usually. It will cost a little bit more DDR3 bandwidth, but we have way more than we need.
@dragonstomp As soon as the core is officially released, it will be part of it. I just leave some options out for now with the debug builds to be able to develop faster.
I worked the last days on fixing some edge case FPU bug in the #MiSTerFPGA N64 core.
There is an article on my patreon if you are interested in more technical details about the core development and researching such details.