It isnt strictly for audio and writing code for 2 cpus is not really the easiest thing. Official DS software is not allowed to use the 2nd cpu for anything at all, except for things provided by the official SDK.
I will however try to use it and it will run faster than running everything on 1 cpu, but its not 2 completely seperate threads either, as things have to be synched.
Did you read my last post and the release notes?
The screen is already vertically scaled to fit. There is NO WAY to horizontally scale it in hardware rendering, except you want it to be extremely slow.
Games over 3MB wont load.
On the contrary. The managment of sprites is much more effective and thats exactly the reason for those glitches... sometimes its too effective. This can be fixed by one line of code, but also makes it slower.
So i opted for speed, because it doesnt really affect many games, nor playability.
I am of course still working on it and hoping to get speed and accuracy closer together. Unfortunately a day has just 24 hours...
I didnt test savestates extensively, and chances are, that they might not always work 100%. Sometimes it could be, that a state of the HW renderer is not restored. You can try to swap the "Force update" option twice, which should completely restore the HW renderer (if that was the problem).
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