xan1242

@xan1242@lemmy.dbzer0.com
0 Post – 55 Comments
Joined 8 months ago

Shining Force. One of few RPGs I played...

Man, I miss it. I know that the "Shining" brand technically isn't dead but, it hasn't been the same since after Shining Force 3. Or, heck, even during it.

PPSSPP will attempt to establish connection to any IP or domain that is put in the ad-hoc server text box. So, much like a web browser, it entirely depends on where you tell it to connect.

That being said, as for any security concerns, I am unaware of any exploits and/or wrongdoings with PPSSPP code, so you should be safe. It only passes the data directly between the emulated games and the chat box feature.

So, for PPSSPP multiplayer, you either need to be in a LAN with the other players or, as you've said, forward the port.

So, if you're on the same LAN as your friend(s), it's as easy as setting the IP address to the host (on all the clients) and the same wifi channel in PPSSPP settings.

If you wish to play online, it gets tricky. Most cellular data providers are behind something known as a CGNAT, which basically prohibits port forwarding.

The only solution and workaround to this is to use a VPN tunnel that can put you in a virtual LAN with your friends but over the internet. One of the most commonly used software on PC for this is LogMeIn Hamachi. Not sure if there is anything like it on Android, though.

I've actually set up a Yu-Gi-Oh Tag Force tournament for DLE but that quickly went nowhere after a couple episodes lol

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It's just their ego showing through.

It basically now comes down to the current devs depending on new Rust devs for anything that interacts with Rust code.

They could just work together with Rust devs to solve any issues (API for example).

But their ego doesn't allow for it. They want to do everything by themselves because that's how it always was (up until now).

Sure, you could say it's more efficient to work on things alone for some people, and I'd agree here, but realistically that's not going to matter because the most interactivity that exists (at the moment) between Rust and C in Linux is... the API. Something that they touch up on once in a while. Once it's solid enough, they don't have to touch it anymore at all.

This is a completely new challenge that the Linux devs are facing now after a new language has been introduced. It was tried before, but now it's been approved. The only person they should be mad at is Linus, not the Rust devs.

I need to remind some people here who don't seem to understand something.

Forks may be dead and development may not be as fast as the original.

However - you must think about the future and not the situation right now. Yuzu and Ryujinx sources will be invaluable information for people making emulators later down the line.

It's a matter of when and not if someone picks it up again.

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It's specifically about the efficiency of the usage. If it's not used effectively, then it really is a waste.

And we all know how efficient the Web is nowadays...

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I got banned from "World News @ lemmy.ml"

Gee, what else is new?

Oh you mean Android Studio automagically "updating" your versions so that your build breaks and you spent 3 hours figuring out what just happened without you even touching anything?

Yeah enabling remote debugging because the dev thought it made it easier is a pretty big oof.

But this is just strike one. It's a one man show, after all, so cutting them some slack is warranted when it comes to this specific topic.

Nevertheless, your concerns aren't unfounded. This project needs more contributors to be able to keep up. (Thorium is basically in the same boat)

Silent is a real cool dude. I've interacted with him directly and he's always been helpful.

I assume the code was closed only because it was a bit of a hodge podge he had to clean up. (Well, that and the GTA modding scene is a bit, uh, toxic, to say the least)

I'm currently in a similar position for Black Box NFS games. It's taken me over a year so far and I'm still not fully satisfied to release anything because there's so much code to span over 6 (similar, but different) games.

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Chart

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Ridge Racer

Gran Turismo

GTA Liberty City Stories

GTA Vice City Stories

God of War Ghost of Sparta

Maybe Tekken 5 DR if you can stand playing it on a portable device.

Loco Roco

And if you're into Yugioh - Tag Force are some of the best games in the series.

That's my list OTOH.

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No, it cannot be!

Someone is using Unreal Engine 5 to play Unreal?

A little thing called the "Massive Ad client" exists in NFS Carbon, Pro Street, Undercover and even World.

It was used to download ads off the internet and display them in the game's own billboards.

It was also an entrypoint for a NFS World hack too lol so ripbozo EA

And that't the crux of the issue. Stenzek doesn't actually understand the reality of licensing.

The reality is this - you can't do anything without a lawyer. Laweyrs cost money (pro bono isn't a thing in the copyright world AFAIK, but IANAL).

If he wanted to avoid this, then maybe he should've kept it closed source from the beginning. Chinese sellers on AliExpress couldn't care less about licensing anyway, so that way he'd have at least some protection.

IMO his course of action so far has been wrong.

What he should've done is this:

  1. Cause a stir
  2. Get support from the community
  3. Open up donations for the project (or just himself, since you don't want a repeat of Yuzu)

He could even go after Arcade1up legally if he raised funds, but that's not even worth the time if you ask me.

Self-centered you say?

I'm referring to the philosophy behind the usage of said allocated ram.

If you allocate 5 cookie jars to store 1 cookie in each jar, then that's not good.

If you store 2 cookies per jar, that's better already, but still kind of crap.

If the websites keep putting rocks in those jars, then you'll obviously run rampant with usage. (Read: https://tonsky.me/blog/js-bloat/ )

The goal is to store as many cookies in least amount of jars. You might crumble them down and reconstruct them later (compression and/or clever code) but that could take more brain (processing) power (of which we kinda have, especially on the desktop).

As you've said, it's often a tradeoff between processing power and memory usage and depending on the application, you can configure things the way you need them (at least when you're coding it).

You could say that this isn't very alarming

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Wait, what? Playstation?

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Yarr harr fiddle dee dee...

They kinda don't have the sources there. That's a decompilation by IDA in that image.

But nevertheless they could run it if they set up an arm64 machine, technically.

You're mostly correct. People here don't take Windows praise lightly.

NT is probably the best part about Windows. If you're gonna complain about Windows, the kernel is the last thing to complain about.

As you've said, there are things that are still better about NT to this day;

  • OOM conditions are way better - system continues to run mostly fine after emergency swapping memory pages into the page file. No crashes, just a freeze until the OS swaps stuff out. No data is usually lost due to this. Apps continue to run and you have the chance to save and reboot your machine.
  • The driver architecture, as you've alluded to, is much more flexible. No need to rebuild a DKMS module every time the kernel updates. The drivers are self-contained and best of all - backwards compatible. You can still use XP 64-bit drivers on modern Windows (if you ever need to)
  • Process scheduling is very good for anything equal to or lower than 64 CPU threads. Windows at its core can multitask pretty good on one thread and that scales up to a certain point.

Most of NT stigma comes from NTFS (which has its own share of problems) and the bugcheck screens that people kept seeing (which weren't even mostly MS' fault to begin with, that was on the driver vendors).

Mark Russinovich has some of his old talks up on his YT channel and one of them compares Linux (2.6 at the time) to NT and goes into great detail. Most of the points made there still applies to this day.

Absolute madness. I cringe at the thought of making modern x86 asm code.

Great work!

Trucy would be trying her hardest to get him to buy this

It's very good.

Basically, there is one maintainer in the AUR (the name escapes me, jonathon I think it was?) who applies the necessary patches to the old NVIDIA drivers to make them run with a modern Linux kernel.

Of course, there won't be any Wayland support, but the experience is acceptable as long as you temper your expectations in terms of graphics API support. (No vulkan sadly)

I hadn't used it myself but I know a person who does and loves it. iGPU handles Wayland stuff while the NVIDIA is there for the heavy lifting in Xorg.

I've worked with Dennis in the past on NFSMods.

Surprised it took this long for something like this to happen.

Similarly how SilentPatch and the WidescreenFix fixes various bugs and adds improvements, mine does as well.

As a matter of fact, I used to maintain ThirteenAG's WFP for NFS. Now I'm focused on my own thing mostly. (Forked it off of it but barely any of the code is left lol)

It's called NFS-MultiFix. (I made one ages ago in 2017 for ProStreet but I'm reviving the project now).

It's a going to basically be an all-in-one thing. So, from basic things like a widescreen fix, to the added ability to change resolutions of environment maps and shadows, fixing clipped/popin shadows in Undercover, fixing crashes, fixing some crap gameplay features, resizable windowed mode, etc. Basically, making it a version of the game that it deserves to be on PC.

It's a genuinely pretty massive set of fixes spanning over 80 cpp/hpp files with about 500 lines of code on average. I made sure to optimize every nitty-gritty and I ended up with a smaller DLL size than the average widescreen fix while adding so many more features.

I also have a design rule in place - it must do its best effort to work in every possible version of the game without crashing. This includes demo versions of the same games. (This sadly doesn't count DRM but nothing I can do about that)

That being said, I am currently focused on ProStreet (as I'm also the main coder in Team Pepega for the Pepega Mod) and I hope to make a release within the next year. It should be available for every Black Box NFS on PC (except The Run and World)

If you wanna check out what I made so far, check out the Reformed mod for Undercover. I made an exclusive release for those guys because frankly, Undercover is the worst one out of the bunch (in terms of code).

There go my hopes and dreams of IRL Solid Vision system and duel disks...

One day, it will happen with MR.

One thing, I don't know why

I bought a PS5 with no games to buy

It's not bad at all, actually. The interpreter is excellent and the Apple devices are fast.

The benchmark game would be Gran Turismo, where it can lag really badly in the menus. But other than that, a lot of the games run just fine.

TRUXTON

EDF EDF EDF

Ahh the memories

Unfortunately not really.

The problem is that the artstyle is usually thrown out the window with these kinds of mods. They all end up looking very similar because of the amount of work you have to put in to make it look acceptable.

Not to mention, the hacky nature of RTX Remix is very limiting and the implementation is not very good to begin with (and very hard to use as a result).

I hadn't caught up with NVIDIA's RTX Remix SDK stuff but I plan on taking a look at this myself and do a more in-depth render integration with something (be it the Remix DXVK fork itself or something like UE5). I mod BlackBox NFS games extensively and I plan on cooking something up that is technically better than anything before.

MTG poops and Yugipoops never get old

BOUNS ROUND

hur hur hur

NYOOM

Not to mention - this isn't necessarily the correct place for Windows anyway. That is exactly why they standardized stuff around Vista.

Plus - what about apps that store an ungodly amount data in there? Personally, I only keep the OS and basic app data (such as configs and cache) on the partition and nothing else.

Then something like Minecraft comes along and it's like "humpty dumpty I'm crapping a lumpty" and stores all its data in ".minecraft" right there in your user directory.

Then you gotta symlink stuff around and it becomes a mess...

I used to play Duel Links and shortly Master Duel after it came out. I don't anymore but hopefully this will help.

If I was going back to the game, I'd go to look for budget deck lists and seeing what ranks up easily. Most of the community is on Discord and Reddit, as well as YouTube (yugitubers and alike) so I'd go and look there. (Not to mention Dkayed's website, https://masterduelmeta.com and looking at the decks that topped, you'll be surprised it's sometimes not all meta stuff)

I'd also go look for some easy farming methods. These usually come in a form of a current event (IIRC in MD there are these "festivals" for each card type, such as Synchro Festival). These events are usually a very easy way to gain a lot of gems for not much playing.

It is what it is. TCG paper Yu-Gi-Oh is even more expensive than MD.

DL is arguably cheaper but it's been a long time since I last played (2021).

EDIT: Oh and before I forget - there will always be Dueling Book as a free alternative. This is a manual simulator, not an automated one, and allows you to use any card you want with custom rules.

Yes, both Yuzu and Ryujinx were open source.

Ryujinx is licensed under MIT and Yuzu is under GPLv3.

I'm surprised nobody thought of the demoscene twisters

Unironically, the best bet for them is nvidia 540xx drivers on the AUR with an LTS kernel.

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To top it off, what matters at the end of the day js this - people generally don't care about graphics anymore!

Even if you end up with graphics that are worse than a console, you still have:

  • an option to upgrade later
  • options to configure graphics (generally games actually optimize themselves pretty well nowadays)
  • an open platform to do things the way you want

PS5 Pro makes absolutely no sense to me.