diff --git a/README.md b/README.md index 7705fe6..160e126 100644 --- a/README.md +++ b/README.md @@ -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