Now imagine a synchronization task more complex than dualcore and netplay. Timings and synchronization are a given on real hardware games know how it's going to work and many expect it to always work perfectly. ![]() ![]() ![]() While their are numerous examples spanning tons of consoles and their respective emulators, this month, we're talking about GameCube to Game Boy Advance Connectivity. Worse yet, availability, software support, cost, and even popularity can limit the ability to get these hardware add-ons documented and emulated. Console add-ons and linking emulation are almost always difficult tasks.
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