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![]() Changed input ports to register a frame callback, which is called immediately after throttling and updating. This is the proper "sync point" between emulated time and real time. Moved all analog and digital port processing into a central place here. Added tracking of time since the previous frame update and use that as an estimate for the time of the current frame. This is used to scale analog ports without the use of cpu_scalebyfcount(). This is not perfect in the case where frame rates are dynamic (vector games), but works well for other cases. Further cleanup of memory header and code. |
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