A look into ways to express the hierarchical state of emulated system. Includes a brief history of bsnes and higan development. | Continue reading
Solutions to the complicated issue of serializing (eg capturing save states) for cooperative threads. | Continue reading
A look at how run-ahead can be implemented to achieve better-than-hardware input latencies in games. | Continue reading
Cooperative threading can be used in emulator design to abstract away emulated processor state machines. This article looks at its pros and cons. | Continue reading
A simple technique for reducing input lag in emulation. | Continue reading
Bugs that exist in SNES games and which occur even on original hardware. | Continue reading
Words of inspiration for aspiring emulator developers. | Continue reading
A look into the data that's stored on CD-ROMs, how that's encoded into CD image files, and a proposal for a more complete CD-ROM archival format. | Continue reading
A powerful technique to keep both video and audio synchronized under emulation. | Continue reading