wizardbeard

joined 1 year ago
[–] wizardbeard@lemmy.dbzer0.com 10 points 6 months ago* (last edited 6 months ago) (1 children)

Lol. Minecraft alone proves you wrong. 4chan is where Notch first posted early builds and got feedback.

No argument on it being a cesspool. It is, and has been, for a long long time. But plenty of good stuff happens there too.

/vr/ has unearthed a large amount of formerly lost media (guides, promotional material, entire games! Most of Osamu Sato's work outside of LSD Dream Emulator had effectively been lost before they got onto it) and is often the spot that leaked stuff drops, like the huge Nintendo leaks a few years ago. The Doom threads there have had a hand in some big, well known mods. It's arguable that Sonic Robo Blast 2 Kart grew out of those threads' failed Doom Kart project.

/g/s "friendly windows thread" is decidedly unfriendly, but the guides and links in the OP are wonderful resources on how to set up and configure new Windows installs. I haven't seen the info there laid out as well and as easily digestible anywhere else.

/vg/ has a large number of threads that are really the only source for certain info about certain game series. The emulation general threads are great resources, and the wiki built from them is the best go to one stop shop for info on emulators. The amateur game dev general threads have been the building grounds for a decent amount of games you've heard of before. Risk of Rain is a good example. Hopoo started his game dev journey in those threads. Any game that references "AGDG" is shouting those threads out.

Point is, there's diamonds in the shit pile.

[–] wizardbeard@lemmy.dbzer0.com 27 points 6 months ago* (last edited 6 months ago) (1 children)

They basically did similar stuff with some of the stuff in the sm3d collection thingy.

They did not.

For Super Mario 64, they emulated it. They increased the resolution the game renders at (trivial with emulation of 3D systems) and they used basic LUA patches in the emulator to override HUD textures with higher resolution ones adjusted for the Switch controller.

They did not add any further enhancements in any way. Compared to even 64 DS, it was extremely sophomoric. Compared to the Super Mario 64 decomp project, and what its native switch port is capable of (more on that later), it's an incredibly lazy port. They didn't even fix the slowdown with Bowser's Sub that is as simple as adjusting a single compiler flag when you build the ROM from the N64 game source code.

For Sunshine, it's an admittedly impressive solution of mostly emulation with some sections of the game engine ported (I think it's the audio processing?). Once again, the game is rendered at a higher resolution, but they did not redo ot improve further any textures (besides some of the HUD again), graphical effects, or game content. Wind Waker HD this ain't.

For Galaxy they cannibalized the existing port of it to Android on the NVidia Shield. The Switch shares most of the important internals with it (CPU, GPU). It's a combo of emulation with certain key code ported, like Sunshine. Again, besides resolution and HUD, no improvements.

Beyond that, Nintendo has been content to sell straight up emulation through the Virtual Console service since the Wii. They've had multiple instances of straight ports over the years, and some of the most popular Switch games are straight ports with DLC bundled in.


There are numerous impressive remakes they have done over the years, but that is absolutely not the norm.


The Super Mario 64 decomp on the Switch supports (not available in Nintendo's official port in 3D All Stars):

  • Effectively infinite render distance for objects (coins, enemies, stars, etc)
  • 60 fps (compared to the original/all stars 30fps at best)
  • True analog camera control using the right stick (All Stars is just the original's clunky button based control mapped to the stick)
  • All sorts of QoL options like collecting stars not kicking you out of a level, options for streamlined/faster message boxes
  • Optional bugfixes
  • Optional cheats
  • Variety of HD texture packs to choose from
  • Variety of higher quality 3D model packs to choose from
  • Support for an astounding variety of mods. Levels, entire new games, new characters, new movement and control options (Odyssey Mario in 64 with full cappy and enemy capture mechanics anyone?)
  • Support for many more languages
  • Nearly all of the above is toggleable mid-game from the pause menu.

I don't think anyone was expecting something amazing out of 3D All Stars, but they absolutely fucking phoned it in.

[–] wizardbeard@lemmy.dbzer0.com 3 points 6 months ago* (last edited 6 months ago)

PowerShell Microsoft Graph Module. Most of the official doc pages have at least one section of "TODO" in them.

After they officially deprecated the previous modules with similar functionality.

[–] wizardbeard@lemmy.dbzer0.com 5 points 6 months ago

When I do find relevant answers, lately they're all so old that they no longer work, or rely on now deprecated functionality of a library or system.

Finding code snippets for interfacing with Azure through PowerShell is a crapshoot because Microsoft keeps deprecating different PowerShell modules for it.

[–] wizardbeard@lemmy.dbzer0.com 6 points 6 months ago

Yep, take some ideas from single player colony management games.

It's astounding how much you can "automate" when fully using the filters and rules options in vanilla Rimworld. Mods increase that exponentially. Granted, different genre, singleplayer, and pausable while you configure things.

I think the challenge is balancing that with the real time events you have to react to, so it doesn't further compress the meta to an even smaller set of "optimal" options.

[–] wizardbeard@lemmy.dbzer0.com 6 points 6 months ago* (last edited 6 months ago) (2 children)

But those options were available to him without a risky brain implant. There's a large amount of alternative interface methods and tools available for these purposes, they just don't have Musk's marketing budget and they aren't run by someone that owns a newspaper, so they're not well known outside the disabled community.

We've had wearable (and thus removable and non invasive) neural interfaces for years now that have been able to do mouse control.

We've had robust eye tracker control since Steven fucking Hawking.

This is being framed as though this was the only way for this person to have these abilities and options available, and that is patently false.

[–] wizardbeard@lemmy.dbzer0.com 0 points 6 months ago (2 children)

Fucking hell. I had really hoped that the world could have gotten off its collective ass to ratify some international agreement limiting the use of AI for shit like this before we'd start seeing these headlines.

[–] wizardbeard@lemmy.dbzer0.com 17 points 6 months ago

I find that they don't "un-tint" when going inside fast enough for my liking, personally.

Creates kind of the opposite effect of going from a dim room into a bright space. Instead of evrything seeming extra bright, it just dimmed everything and made it more difficult to see.

[–] wizardbeard@lemmy.dbzer0.com 7 points 6 months ago (1 children)

In what world is that a mobster deal? The game initially released saying that PSN accounts were required, this is in every store front description. The devs clarified that was not enforced due to technical issues at release time.

Sony funded the game in the first place too. They didn't take advantage of a moment of weakness. This is all contract stuff agreed upon long before release.

It absolutely sucks ass, but this is an incredibly basic business deal. Sony stepped in to provide server support because it's Sony's game, and Sony makes money off it. Now that the game is more stable, they likely went back to Arrowhead and said "Hey, it's time you sorted out the contracted requirement for PSN accounts. You agreed to this." and here we are.

Maybe Sony told Arrowhead that PSN accounts could be made by everyone. Maybe Arrowhead thought they could push back on the requirement after the game came out without them required. We likely will never know what went on behind closed doors.

But this isn't shady, just absolutely monumentally fucking shitty.

Unfortunately, as long as refunds are handled reasonably well like they were with Cyberpunk 2077's PS4 release, gamers won't really have a leg to stand on. It'll just be complaining that they can't play something they wanted to play, after getting a number of hours in it for effectively free.

[–] wizardbeard@lemmy.dbzer0.com 4 points 6 months ago (1 children)

They don't need to reinstall the OS to resolve this issue though, unless they absolutely fucked their paritions.

Which is why Microsoft couldn't automate a fix. It's incredibly easy to fuck your partitions to hell and back, especially through Windows. Too many conditions to check for and try to handle automatically.

[–] wizardbeard@lemmy.dbzer0.com 11 points 6 months ago

It's more than strictly a recovery partition. It is also used for updates and the files needed to roll individual ones back. The entire issue was that they had an update that didn't properly handle when there wasn't enough space for it in the recovery partition.

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