@
malte, I just watched your video, I didn't realize that the existing intermediate game libraries would be able to integrate so well with retroplayer.
A fault of mine is grandiosely thinking my solutions are the best (i caught myself adding "and they usually are"
), mostly because I enjoy the independence of arriving at the solution by myself. Hence my vertical integration in delivering the whole game library experience.
Anyways, event-based frame decoding was the "perfect" solution I came up with and considered retroplayer complete to the level my skills allow. Which is why I jumped into the game library part -- no more solutions for retroplayer because I couldn't see any more problems within my skillset (excluding the input hack and audio delay, where a fix would involve touching too much or way volatile code).
Help on the retroplayer front would let us finish libretro integration (rewind, shaders, netplay, audio delay, better input handling). Currently the team is squandering with AE mostly due to lack of documentation (and the turmoil there is why I won't touch the audio code until the AE superheros in capes come to our rescue). I'll try to fully document retroplayer in a later post. This is the best I can do, and hopefully it allows coders to step up and we can pop out full libretro integration
Cheers,
Garrett