Do you know who makes the RetroDuo? Or who your supplier is?havok1919 wrote:We sell the RetroDuo at our arcade, so I stole one of those (I'm one of the owners, so I'm allowed to do stuff like that there) and tore it apart.
Compman
Do you know who makes the RetroDuo? Or who your supplier is?havok1919 wrote:We sell the RetroDuo at our arcade, so I stole one of those (I'm one of the owners, so I'm allowed to do stuff like that there) and tore it apart.
I'm not sure who the ODM is-- we buy from Innex here in the US (http://www.innexinc.com/).CompMan wrote:Do you know who makes the RetroDuo? Or who your supplier is?
Ahhh, good point. I forgot about the datarate... Well, I'd say just have it as a #define or whatever for inclusion in the vblank. Games that want to support it just lose that extra bit of CPU. (I'd probably just make do since it is nice for some games that'd be tough to pull off with a SNES controller. (analog gas/brake for driving, analog paddle for breakouts/pongs, analog aim for tail gunner/missile command, etc.)uze6666 wrote:Holy shmoltz! Implementing the PSX code, I realized the clock must be between 250-500Khz! That's pathetically slow and somewhat problematic because we can have only 4 timebases in the Uzebox: 30Hz,60Hz,15.7Khz and 28.8Mhz. The only possible option I see is polling during vblank.