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Once we have the input synced to clock cycles in JSON format, we should be able to run a headless emulator and feed the input to the emulator at the exact time the player themselves would've "pressed" those buttons.
Then we can run these headless emulators on the proof server to generate the trace locally to the machine and avoid IO problems over the wires.
The text was updated successfully, but these errors were encountered:
Depends on #3
Once we have the input synced to clock cycles in JSON format, we should be able to run a headless emulator and feed the input to the emulator at the exact time the player themselves would've "pressed" those buttons.
Then we can run these headless emulators on the proof server to generate the trace locally to the machine and avoid IO problems over the wires.
The text was updated successfully, but these errors were encountered: