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