What are the symptoms ? I don't detect any problem with retroarch's runahead.
Also, we were talking about it in https://neo-source.com/index.php?topic=3717.0 : where are the modified FBNeo sources ?
I also want to ask : where are your users supposed to contact you ? It feels like all your users are coming to us while we have no idea what changes you did to our codebase, and i had a very bad experience with a very rude one of them on discord just last month...
Sorry about the delay
We do forward and try to contain them in the official FC Discord and receive lots of feedback/troubleshooting/bugs, we also try to teach them not to reach FBNeo devs, but user base is very very big and eventually someone reaches you, I'm sorry about the troubles (especially since last revision this summer, it attracted lots of new players)
I think the problem he has happens also in regular FBNeo, as when you have a game opened the audio plugin options are greyed out, so to choose a new one you need to open the emu in standalone (we do receive many of those reports too, usually switching audio device fixes sound for them)
Source are here (
https://github.com/JordiRos/fightcade-fbneo) and visibly linked on the new web page (
https://www.fightcade.com/about), although they are not latest latest, but it's mostly that as a base (current version is unstable and not final). I have an overdue post with our changes and questioning if worth merging, but as far as I see FBNeo is more focused on libretro/retroarch, and the SDL port? I think my changes won't be actually useful in trunk, mostly win32 fixes in render/audio/menus, and a whole bunch of online code - but it's too long to discuss here anyway, and haven't had time yet
Back to the CPS1/SF2HF issue, based on prev experience it's usually some variable not properly being saved during burnscan, which make it lose game determinism - so online SF2HF games desyncs, sooner or later. Those issues are hard to identify without rollbacks, but determinism would also break with runahead or TAS speedruns. It's a difficult bug, as reproduction rate is low (and mostly online). Similar reports have been received in other games, but I only remember about TGM2 now. But I don't know much about the emulation code, don't know what to look for in those situations... any hint? I assume those issues will also happen in retroarch (online with rollbacks), except they are detected from FC users as the user base is very large and they play lots of different games (hence more reports).
Thanks for your time