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💥 Breaking changes:
LinkCable has a new API, more similar to LinkUniversal
Now all headers use the .hpp extension
👾 LinkCable:
💥 The API now matches LinkUniversal, for consistency
Games can now call sync() at any time to fetch new updates mid-frame
Added waitFor(...) and peek(...) methods
Added synced test and latency benchmarks to the LinkCable_stress example
Reduced default buffer size to 15
Added public config property, allowing parameter adjustments without needing to create a new instance
📻 LinkWireless:
Significantly reduced transfer latency and CPU consumption
Added compile-time constant LINK_WIRELESS_PUT_ISR_IN_IWRAM to place time-critical code in IWRAM
Added compile-time constant LINK_WIRELESS_USE_SEND_RECEIVE_LATCH to alternate between sends and receives, reducing CPU usage
Fixed a bug that caused the class to always use default values for sendTimerId and asyncACKTimerId
Added a LinkWireless_demo_profiler example
Added public config property, so the parameters can be changed without creating a new instance
🌎 LinkUniversal:
Added waitFor(...) and peek(...) methods
Added a LinkUniversal_stress example
🔌 LinkGPIO:
Removed the SI=INPUT limitation
⚙️ General:
💥 Now all headers use the .hpp extension
Now the classes set the communication mode in a single write operation, causing less unpredictable results when quickly switching between different modes
Now the multiplayer libraries only check for timeouts in the VBlank section, reducing overhead