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authorMonsterDruide1 <5958456@gmail.com>2021-06-18 16:32:46 +0200
committerMonsterDruide1 <5958456@gmail.com>2021-09-18 23:22:20 +0200
commitcce0d583123cf307b7c60d52079f3aec15cd0c18 (patch)
tree25a1ce3a2d41bf9e066c7a57a441be65e282f16f /src/input_common/analog_from_button.cpp
parent518852f50594c3d7551f235d2610d370e4e7063d (diff)
core: Hacky TAS syncing & load pausing
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.
Diffstat (limited to 'src/input_common/analog_from_button.cpp')
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