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To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required. First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`. Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings. |
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.. | ||
file.cpp | ||
file.h | ||
fs_paths.h | ||
fs_types.h | ||
fs_util.cpp | ||
fs_util.h | ||
fs.cpp | ||
fs.h | ||
path_util.cpp | ||
path_util.h |