I am wondering if the USB2SNES interface allows for direct access to the WRAM on a running game?
I know you can read and alter the data within the included Memory Viewer application but everything I have seen that interfaces with it uses some janky web connection socket that often results in erratic behavior from the application itself.
Ideally directly accessing the WRAM during runtime using C# would be wonderful.
I am hoping to create an auto-updating A Link to the Super Metroid tracker but I want to make sure it doesn't crash any time it is moved (like the one included with Magic2SNES) and that it is fairly responsive.
Additionally I would love to work on an implementation with RetroAchievements to allow players to use real hardware to do the achievements bypassing the emulator issues I have seen many complain about in the past.
I know you can read and alter the data within the included Memory Viewer application but everything I have seen that interfaces with it uses some janky web connection socket that often results in erratic behavior from the application itself.
Ideally directly accessing the WRAM during runtime using C# would be wonderful.
I am hoping to create an auto-updating A Link to the Super Metroid tracker but I want to make sure it doesn't crash any time it is moved (like the one included with Magic2SNES) and that it is fairly responsive.
Additionally I would love to work on an implementation with RetroAchievements to allow players to use real hardware to do the achievements bypassing the emulator issues I have seen many complain about in the past.