![]() It's very helpful to have the perspective of someone who follows the release notes and the sub more than I've had opportunity to do since only recently dipping my toe into emulation again. This is exactly the kind of response I was looking for, even if the tone is maybe more presumptuous about my previous searches for information on this than was warranted. like i said, almost any common or oddball “link” style game connections exist on the vanilla emulators or alternate derivates. but, i think they have many things they think are way more important before we'll ever see the littlest bit of that.īut most of the above is the philosophical answer, not the technical one. there are only so many hours in the day, they volunteer to do this, and they chase what interests them. ![]() Instead, follow the patterns: what do the dev seem more interested in? if you watch release cycles, what do we see the most of? i would put these into two categories: squashing bugs AND new/more cores. they have enough trouble with people not searching the sub.□ imagine all the ones they would get if they rolled anything remotely like this out without feature parity (or where it makes sense) across the 31 existing cores. It is my deep belief the devs don’t like headaches. it’s a lot of work for not a lot of widespread (implemented) use. On top of this? how many games does this really affect at the end of the day? i would argue any variation of this feature was WAY less than 10% of almost any system’s library. ![]() and then you run into the problems of, “HEY! why did you give me netplay for super nintendo, but not colecovision!?” and “HEY! why can i trade digimon on game boy color, but not yogi-uh’s on game boy advance! or between my virtual gba slot to my ds slot 1?” "HEY! why can two game boy advances tell secrets all day long, but i can't use one of them to activate my tingle radar while i sail the seas above hyrule?" The only multiplayer you’re getting is what is now commonly called “couch multiplayer” everybody sitting around looking at the same 1 screen. ![]() No multiple screens/instances of simultaneous play on the same machine. if my openemu were to talk to yours, lan or wan, that’d be a huge undertaking. Networked play (be that netplay or another variation of it) for consoles, or handhelds. On top of this, open emu isn’t designed for: (and complex stuff that improves on the original platforms but never existed until emulation (like net play), hasn’t and may never see light of day.) we have seen some exceptions to this, especially where it hinders gameplay in major ways (yes, “major” is subjective), the biggest example (my opinion) being ds multi-window options: and even this took a LONG time to implement, and some people wish it had even more options than it does. the converse is also true: the less common a feature is between platforms (microphones, two screens, etc.) the less likely it is to get implemented. One of openemu’s priorities (from observation) is feature parity: the more common a feature is between platforms (controllers, save states, turbo-fire, etc.) the more likely it is to get implemented. but, that’s also not as simple as just saying “ok,” and it’s magically inside of openemu. Some of the core’s original vanilla emulators either do this, or have downstream forks that do. ![]()
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