Remove note about player 2 controller. As this now works as expected.

This commit is contained in:
Sarah Jamie Lewis 2021-11-23 09:50:13 -08:00
parent bcd34e519c
commit 296f47683d
1 changed files with 1 additions and 6 deletions

View File

@ -54,11 +54,6 @@ Other games like Legend of Zelda, Megaman, Super Mario Bros. 3, Final Fantasy II
tas inputs from them quickly become out of sync with the actual gameplay. Further research is needed to as to why
that is. Help appreciated.
As noted above, many speed runs, and some of the more interesting bugs require exploiting input from a second controller.
I didn't have time to dive into exactly how player 2 controllers work on the NES this weekend and so my first attempt
at this implementation is buggy. It seems to work fine for Legend of Zelda, but causes issues if the feature is
enabled in other games.
Finally, there is an issue with the cpu clock / soft resest which causes a one frame difference in behaviour between
emulated runs and fuzzed runs. This means a tiny modification needs to be made to runs exported from nesfuzz before
they can be run in an emulator. This might also be related to the issue described above.
@ -77,7 +72,7 @@ queue of inputs growing without bound (eventually causing the application itself
### CPU Timing Test
Passess
Pass
### Sprite Hit