ClientServerMAME/MESS v0.9b & MAMEHub v0.2a - 模擬器

By Emily
at 2010-12-15T23:34
at 2010-12-15T23:34
Table of Contents
http://10ghost.blogspot.com/
Here's a change I should have made a long time ago:
-Now when you finish a game on MAMEHub, the game log will automatically open
up. This makes it easier to save logs if something goes wrong and also will
inform you if you are missing roms.
Got another change for CSMAME/CSMESS that's in MAMEHub:
-Syncing is now on for all games, even games that don't claim to support save
states. After playing more MAME games, I found that many games that don't
have "official" save state support still save and load fine, and some games
that claim to support save/load still are missing some registers and/or
memory locations, so it's just on for everything now. Let me know if this
change causes drama.
Some more fixes:
-Made sure that the server takes at least a few seconds to send resyncs. This
fixes a bug where the client would get a server resync before the client was
able to create a checkpoint.
-The latency (the amount of game time that inputs are delayed) is now dynamic
and based on ping. People with low ping will have quicker response times and
people with high ping will not cause the entire game to slow down.
--
Here's a change I should have made a long time ago:
-Now when you finish a game on MAMEHub, the game log will automatically open
up. This makes it easier to save logs if something goes wrong and also will
inform you if you are missing roms.
Got another change for CSMAME/CSMESS that's in MAMEHub:
-Syncing is now on for all games, even games that don't claim to support save
states. After playing more MAME games, I found that many games that don't
have "official" save state support still save and load fine, and some games
that claim to support save/load still are missing some registers and/or
memory locations, so it's just on for everything now. Let me know if this
change causes drama.
Some more fixes:
-Made sure that the server takes at least a few seconds to send resyncs. This
fixes a bug where the client would get a server resync before the client was
able to create a checkpoint.
-The latency (the amount of game time that inputs are delayed) is now dynamic
and based on ping. People with low ping will have quicker response times and
people with high ping will not cause the entire game to slow down.
--
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模擬器
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