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Re:The Super Mario Maker community faces its final boss by Retr0id on Saturday March 23, 2024 @08:41PM (#39804151)
Even with a microcontroller, doing frame-perfect inputs is tricky because you don't have anything to sync off of - even tapping into the vsync signal from the video output is an imperfect reference because there's no guarantee that the game engine is actually synced with it (although I have no knowledge of SMM, maybe it does work better than I expect)
Re:The Super Mario Maker community faces its final boss by a_t48 on Saturday March 23, 2024 @09:59PM (#39804528)
You can start off with a start input to unpause the game, for instance.
Re:The Super Mario Maker community faces its final boss by Retr0id on Saturday March 23, 2024 @10:13PM (#39804606)
That doesn't solve the problem, in the general case (it might work acceptably well in practice, though)
Re:The Super Mario Maker community faces its final boss by ikiris on Sunday March 24, 2024 @02:59AM (#39805537)
if your controller has such loose timing that you can't match a 10ms window reliably, you're doing something very wrong. '
Re:The Super Mario Maker community faces its final boss by lmm on Sunday March 24, 2024 @03:34AM (#39805641)
Match a 10ms window how far away from your last sync point? Every clock has a drift rate.
Re:The Super Mario Maker community faces its final boss by themoonisachees on Sunday March 24, 2024 @06:32AM (#39806255)
I get where you're going, but also consider the level is 17 seconds long. It's not unreasonable to think he just ran it a few times until the clocks decided to cooperate.