If you're using an HDMI converter then that's most likely your reason for Hydro Thunder not working. Hydro Thunder notoriously doesn't work well with VGA output (HDMI converters for the Dreamcast usually convert the VGA signal)
I figured out how to fix Hydro Thunder's compatibility issues last year (it would very briefly change the pixel clock). You can either use a Codebreaker code to fix the game if you're running from a real disc, or if you use an ODE, you can patch the disc image.
This reminds me, I remember back in early 2000s hex editing games to force 60hz on my PAL Dreamcast. This looks like a similar idea. Thanks.
To be honest I now pretty much just play Dreamcast games via the redream emulator on my steam deck and pc under my TV. Though obviously there are drawbacks with emulating. Every so often I bother to setup my Dreamcast with my ossc and play on real hardware.
Flutter/Dart, yes, React Native/Javascript, no. With RN the app's code runs via an embedded JavaScript engine, and even when, say, Hermes is being used, it's still executing bytecode not native machine code.
Also important to note that any code that runs on Android's ART runtime (i.e. Kotlin and/or Java) can get some or all of its code AOT-compiled to machine code by the OS, either upon app install (if the app ships with baseline profiles) or in the background while the device is idle and charging.
They were considered "beta" releases, the last "stable" version was 8 years ago and users were discouraged from actually using such an old version. This is just codifying what has already been the case for a while, that the formerly "beta" releases are stable enough for daily usage.
In my experience trying to find more alternatives to Flutter (due to "Flutter is going to die" rumors recently), I must say that Compose Multiplatform is quite far behind Flutter and it will take years for them to even catch up to Flutter as it is now, much less surpass it. Their iOS version just entered beta from the experimental phase a few weeks ago, and only Android and desktop (which is pretty niche as most developers aren't making desktop apps) really work, with web working just okay (and is still in the "experimental" phase) but doesn't have the optimizations that Flutter does today via WASM and Impeller (they still use Skia and will quickly realize why Flutter devs abandoned it in favor of writing a more performant engine).
This is not even to add that you can only create Compose Multiplatform apps on JetBrains IDEs and even their free (for now) Fleet editor is very buggy such that it was a struggle to get it even running properly on my MacBook. In fact, only Fleet currently has the view where you can see the UI change as you type code (and not even fully, it only renders the UI, not the logic, while in VSCode with Flutter, it will literally run the entire emulator view right inside the editor as a side panel).
So what's even the point? I might as well just use native frameworks or use Flutter, which has a better DX via hot reload that preserves state, as well as being able to be worked on in any editor you choose, not the one the creator of the framework locks you down to.
Thanks, going to try this out. Mp3tag is one of the few apps I use regularly that I've still been resorting to firing up a Windows VM for (or running it through Wine).