Corrupt.wiki
  • Videogame corruptions
    • Introduction
    • Communities
    • Safety and Ethics of Corruptions
    • What makes a good corruption?
  • Real-Time Corruptor
    • RTC Discord
    • Download RTC
    • Beginner Guides
      • Tutorial Video Guide
      • Corruption Classroom
      • Cheat Sheet Guide
    • In-Depth Guide
      • Introduction
      • Frequently Asked Questions
      • Simple Mode
      • Concepts and Vocabulary
      • General Parameters
      • Corruption Engines
      • Emulation-centric features
      • Classic Vector Lists
      • Glitch Harvester
      • Blast Editor
      • Blast Generator
      • Virtual Memory Domains
      • VMD Generator (Advanced)
      • Cluster Engine (Advanced)
      • Hotkeys
      • Tips, tricks and quirks
    • More RTC Guides
      • RTCV Dev Startup Guide
      • Running RTCV on Linux
      • How to make Passthrough Lists
      • Sequence Loader Plugin
  • Other Corruptors
    • Classic Corruptors
      • Vinesauce ROM Corruptor
      • VineCorrupt
      • Android Vinesauce ROM Corruptor
      • Lesser known corruptors
      • Old Corruptors
    • Scares Scrambler
    • Cheat Engine
    • Web-Based Corruptors
  • Systems
    • NES
      • Corrupting the NES
      • NES Architechture
      • NES Memory Domains
    • SNES
      • Corrupting the SNES
      • SNES Architechture
      • SNES Memory Domains
      • SNES Audio Tinkering
    • Sega Genesis
      • Corrupting the Sega Genesis
      • Genesis Architecture
      • Genesis Memory Domains
      • Cracking the Checksum Routine
    • N64
      • Corrupting the N64
      • N64 Architecture
      • N64 Memory Domains
      • N64 Basic/Advanced ROM Corruption
      • N64 Expert ROM Corruption
    • Gameboy Advance
      • Corrupting the GBA
      • GBA Architecture
      • GBA Memory Domains
    • Nintendo DS
      • Corrupting the DS
      • MelonDS Memory Domains
      • MelonDS-Specific Lists
      • Rom Corruption (Deprecated)
    • Gamecube/Wii
      • Corrupting the GC/Wii
      • Dolphin Memory Domains
      • Dolphin-Specific Lists
      • Using a real Wiimote with Dolphin
      • Dolphin Narry's mod (Deprecated)
    • Playstation 1
      • Corrupting the PSX
      • Advanced corruptions
    • Playstation 2
      • Corrupting the PS2
      • PCSX2 Memory Domains
      • PCSX2-specific Lists
    • Playstation 3
      • Playstation 3 Executable Corruptions
    • Xbox 360
      • Xbox 360 Executable Corruptions (Real Console)
      • Xbox 360 Executable Corruptions (Xenia)
    • Nintendo Switch
      • Switch ROM Corruptions
    • Computers & Mobile
      • Corrupting Android Unity games
      • Corrupting Files with FileStub
      • Corrupting PC Games with ProcessStub
      • Corrupting VMware snapshots
    • Java
      • Java Corruptor Plugin
      • Corrupting Minecraft with the Java Corruptor Plugin and FileStub
      • Corrupting Project Zomboid with the Java Corruptor Plugin and FileStub
Powered by GitBook
On this page
  • Auto-KillSwitch
  • Game Protection
  • Rewindable Domains

Was this helpful?

  1. Real-Time Corruptor
  2. In-Depth Guide

Emulation-centric features

PreviousCorruption EnginesNextClassic Vector Lists

Last updated 1 year ago

Was this helpful?

Some components run in the RTC process and some of them run in the Emulator process. Some features of RTC are designed to either enhance emulation experience, stability or bind corruption features to the emulator.

Auto-KillSwitch

If the heartbeat between RTC and the emulator stops for a long period, the progress bar will indicate the remaining time before the KillSwitch fires automatically.

While many emulators can have their games crash gracefully, they can sometimes freeze or enter an infinite loop if the game crash couldn't be handled properly. This can be detected and RTC will then proceed to kill and restart said emulator.

When the Auto-KillSwitch is triggered, the user will hear a sound of broken plates, confirming that the emulator has been terminated. Said sound can be changed, replaced or muted in the Settings and tools.

Game Protection

The Game Protection optional feature has two benefits for the user:

  • Keeps regular backups of the game's state in case of a crash

  • Allows for a pseudo-rewind feature that works across all Real-Time Implementations

If the emulator crashes while Game Protection is enabled and there's at least one saved item, the game will reload the most recent state when it comes back up.

The Back/Now buttons allow for the user to browse the constantly updating list of savestates in order to rewind back, similarly to BizHawk's rewind feature but in bigger chunks of time.

It should be worth noting that Game Protection increase the power requirements for a smooth experience. An SSD is required to prevent "hitching", although this is not always the case with every emulator/core. Mileage may vary.

Rewindable Domains

In order to give the user the smoothest experience, RTC will constantly monitor the state of the connected emulator and attempt to kill it if it falls into a non-responsive state.

In BizHawk, all emulator cores come with Rewind capabilities. At the time of writing this guide, no other emulator than BizHawk supports native Rewind (among the ones modded with ).

By default, RTC will select that are Rewind-safe, meaning that the data edited in these domains can be rewinded out of. Reverting back the corruption that occurs in domains that aren't rewind-safe requires the selection of "Reboot Core" in the emulation menu of BizHawk or reloading a or .

It should be worth noting that RTC's Game Protection feature can act as a pseudo-rewind as it allows the user to jump back in the past using savestates. This feature should be available to any emulator with a Real-Time .

Vanguard-Modded
Vanguard
vanguard implementation
Memory Domains
StashKey
Glitch Harvester Savestate