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phoboslab
searching Neon…
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1.
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by
phoboslab
1mo ago
That[1] was James Lambert, who was also responsible for Portal 64[2] and is now developing a completely new N64 game. His Youtube channel is worth a follow. [1] https://www.youtube.com/watch?v=ha3fDU-1wHk [2] https:/&
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by
phoboslab
1mo ago
Related to this, every ROM needs a "boot loader" that has to be signed and is verified by the lockout chip. Nintendo's boot code is under copyright and thus cannot be used. So the boot code distributed with Libdragon is signe
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phoboslab
1mo ago
All geometry is rendered as textured polygons. The raycasting step only determines visibility. But yes, the N64 isn't particularly well suited for this type of game (or anything 2D, really). I didn't know that when I started the p
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by
phoboslab
1mo ago
Yes. The game was mostly developed with an original N64. The cartridges from Modretro only work on NTSC N64s, though. I'm told the next production run should work on PAL, too.
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phoboslab
10mo ago
I just looked at the invoice for my current PC parts that I bought in April 2016: I paid 177 EUR (~203 USD) for 32GB (DDR4-2800). It's kinda sad when you grow up in a period of rapid hardware development and now see 10 years going by w
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phoboslab
10mo ago
The WebGL game was build with my 2D game engine "Impact", which I previously ported to C[1]. The game has a 3d view, but logic still mostly works in 2 dimensions on a flat ground. The N64 version "just" needed a differen
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phoboslab
10mo ago
Porting my 2014 WebGL game ( https://phoboslab.org/xibalba/ ) to the N64: https://x.com/phoboslab/status/1982883072292069641
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phoboslab
2y ago
Updated the readme. Thanks!
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by
phoboslab
2y ago
You probably have an extension that hides the cookie banner? Scrolling is enabled after clicking through.
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by
phoboslab
2y ago
Googling your name reveals that you like to stir up drama. Please find another venue.
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by
phoboslab
2y ago
I don't know what your personal agenda is, but there's so much misinformation and hyperbole in your comment that I have to assume that this is personal for some reason!? I've been meaning to write a proper post-morten about a
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phoboslab
2y ago
The original JavaScript engine “Impact” from 2010 is at the end of its life; the C rewrite “high_impact” is new and will (potentially) be around for as long as we have C compilers and some graphics API. The JavaScript engine had a lot of wo
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phoboslab
2y ago
It does, but the main speedup comes from using WebGL instead of Canvas2D. Sadly, Canvas2D is still as slow as it ever was and I really wonder why. Years back I wrote a standalone Canvas2D implementation[1] that outperforms browsers by a lot
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phoboslab
2y ago
To be fair, they modified Impact _a lot_. In some of their development streams[1] you can see a heavily extended Weltmeister (Impact's level editor). Imho, that's fantastic! I love to see devs being able to adapt the engine for th
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phoboslab
2y ago
I assume you're talking about the pack_map.c used during build? That just was written in C because I had the .map parser already lying around from another side project. If I had done it from scratch for this project it likely would hav
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phoboslab
2y ago
Please play the post competition version: https://phoboslab.org/q1k3/ This fixes some bugs and also adds the mouse invert option.
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phoboslab
2y ago
For the past few years I've been building a B2B SAAS. Naturally I've chosen my "get shit done" language PHP to do it. While the product itself is as boring as it gets, I've had stretches of good fun with it by build
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phoboslab
2y ago
Kinda related, I was exploring how much complexity you really need with https://qoaformat.org/ - compresses at 278 kbits/s, but is much simpler than even MP2.
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phoboslab
2y ago
Archived: https://web.archive.org/web/20220203133132/https://something...
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by
phoboslab
3y ago
Thanks, I missed that. I just ran qoibench on the photos they used[1] and QOI does indeed fair pretty badly with a compression ratio of 71.1% vs. 49.3% for PNG. The photos in the QOI benchmark suite[2] somehow compress a lot better (e.g. ph
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phoboslab
3y ago
As far a I understand this benchmark JXL was using 8 CPU cores, while QOI naturally only used one. If you were to plot the graph with compute used (watts?) instead of Mpx/s, QOI would compare much better. Also, curious that they only b
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phoboslab
3y ago
Romhacks are typically modifying the compiled binary ROM image. Kaze' work is based on the painstakingly disassembled code from the n64decomp project[1]. He's working in C, modifying the game and compiling it again for the origina
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phoboslab
3y ago
I love PHP. It's been my "get shit done" language for 20 years. It sustained many of my projects and not once became the bottleneck. Wordpress however is still a hug pile of garbage. It might be functional and has all the fea
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phoboslab
3y ago
I was very confused about your comment (because the obvious answer is to use a JOIN), but then I realized you're talking about using a sharded database. To which my response is: don't. Just buy more RAM. I realize that this doesn&
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phoboslab
3y ago
I'd argue that if you have an IN() with more than a dozen values, you're doing it wrong. Especially so if that's something that your app does often and it needs to be fast (as opposed to one-of analytic queries where you don&
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phoboslab
3y ago
The unlicensed source makes this difficult. My current plan is to trim the game to a demo with one race track, compile it to WASM, put it on my website and get Sony's attention (maybe through Nightdive Studios?) for a proper re-release
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phoboslab
3y ago
I've been working with the leaked wipEout source code for a while[1] and I can assure the quality of the Quake source is absolutely stellar in comparison. While Quake's source may not be up to modern best practices, the overall ar
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phoboslab
3y ago
You assume that the quake maps were built sequentially, but that's not the case. Since this was all new technology, the "best" maps were conceived at the end of development, after the team was familiar with the tech. You want
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phoboslab
3y ago
In Germany you can pay 35€/mo for 5GB of data traffic (t-mobile) and then enjoy the bandwidth of 5G for a full 40 seconds. It's a total joke.
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phoboslab
4y ago
Good catch! That's likely an artifact of the LMS state being quantized[1] at every frame border. I will look for ways to improve this. [1] https://github.com/phoboslab/qoa/blob/master/qoa.h#L324-L336
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