this post was submitted on 12 May 2024
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[–] [email protected] 363 points 6 months ago (1 children)

Nintendo right now: Get Boeing on the line

[–] [email protected] 96 points 6 months ago (3 children)

Nintendo's execs calling Boeing's execs: "Hey, can you refer us to your.....fixers? You know.......rhymes with shmassassin.....yeah you know, those guys."

[–] [email protected] 74 points 6 months ago (2 children)
[–] [email protected] 23 points 6 months ago (1 children)

If they want the job done, he's not taking a 747

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[–] [email protected] 16 points 6 months ago (1 children)

"You're asking about our Garbage Men?"

"No, I mean... Wait, actually maybe..."

[–] [email protected] 18 points 6 months ago (1 children)
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[–] [email protected] 271 points 6 months ago (34 children)

Nintendo could have raked in millions by doing it themselves, but they prefer their closed ecosystem.

[–] [email protected] 140 points 6 months ago (1 children)

The quality of what the community is doing vs what they shipped with NSO especially on launch is laughable.

Native OoT and MM on the switch would have been really sick. Instead they went with 90s level of emulator quality.

[–] [email protected] 37 points 6 months ago

I was actually going to pay for NSO solely to be able to play OoT on the Switch. Then I saw that it was a pile of emulated muddied crap.

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[–] [email protected] 155 points 6 months ago (2 children)

Nintendo on their way to file a DMCA C&D letter.

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[–] [email protected] 104 points 6 months ago (4 children)

Video: “Even Superman64 -a direct affront to God- has a port”

lol

[–] [email protected] 29 points 6 months ago

I wouldn't call it an affront.

More of a proof that a god doesn't exist

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[–] [email protected] 95 points 6 months ago

Nintendos already preparing their ninjas

[–] [email protected] 74 points 6 months ago (1 children)

Here before Nintendo files a cease&desist for daring to make a way better service than their shitty phoned-in subscription emulation service

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[–] [email protected] 56 points 6 months ago (2 children)

a comment on that site really condescendingly claims this is how he would have handled it and that a script could be written in half a day to do the work.

my understanding is that an emulator effectively recreates the hardware's different components in software so that from the game's "perspective" it's running on a real machine more or less.

This process instead decompiles the game code and recompiles for a new target machine.

I suspect one can't just pump out a script in an afternoon to do this, but I am curious what is the complexity here?

[–] [email protected] 57 points 6 months ago (1 children)

For graphics, the problem to be solved is that the N64 compiled code is expecting that if it puts value X at memory address Y it will draw a particular pixel in a particular way.

Emulators solve this problem by having a virtual CPU execute the game code (kinda difficult), and then emulator code reads the virtual memory space the game code is interacting with (easy), interprets those values (stupid crazy hard), and replicates the graphical effects using custom code/modern graphics API (kinda difficult).

This program is decompiling the N64 code (easy), searches for known function calls that interact with the N64 GPU (easy), swaps them with known valid modern graphics API calls (easy), then compiles for local machine (easy). Knowing what function signatures to look for and what to replace them with in the general case is basically downright impossible, but because a lot of N64 games used common code, if you go through the laborious process for one game, you get a bunch extra for free or way less effort.

As one of my favorite engineering phrases goes: the devil is in the details

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[–] [email protected] 50 points 6 months ago (3 children)

Someone fucking message me when we have a working Battle for Naboo ROM.

[–] [email protected] 30 points 6 months ago (5 children)

IIRC, the original cartridge had an extra chip in it that emulation hasn't been able to use. I'm not sure if any progress has been made on this and a few other games that used these.

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[–] [email protected] 42 points 6 months ago* (last edited 6 months ago) (4 children)

Nintendo makes it as hard as possible to use their computers generically.

Nintendo fanboys: "Thankyou, sir, may I have another?"

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[–] [email protected] 42 points 6 months ago (1 children)

Saw the twitter post yesterday, good thing they waited until it was basically ready to go before showing off, now even a C&D can't stop it.

[–] [email protected] 17 points 6 months ago* (last edited 6 months ago) (9 children)

I don't think there's grounds for a C&D here anyway. I don't think it uses any copywritten material. It transcodes the game into C I think, and that's all. It does not rely on anything Nintendo created.

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[–] [email protected] 40 points 6 months ago (8 children)

I'm wondering how much this will help the handheld scene. N64 emulation is pretty notoriously shitty on many handhelds.

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[–] [email protected] 33 points 6 months ago (5 children)

Can confirm that 60fps Perfect Dark goes hard on the SteamDeck.

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[–] [email protected] 32 points 6 months ago (3 children)

Will be interesting to see if this is useful for non-PC platforms as well; I've got a Myioo Mini Plus (basically an ARM SBC in a GameBoy-esque case designed to run RetroArch) - it's not really powerful enough to run a N64 emulator, but if I could recompile the games in my PC and run them natively then maybe that'll work better?

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[–] [email protected] 30 points 6 months ago (2 children)

When Conker’s Bad Fur Day is available with unlocked resolution and widescreen, let me know.

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[–] [email protected] 27 points 6 months ago (3 children)

I wonder if online multiplayer mods could be made for multiplayer games.

[–] [email protected] 16 points 6 months ago (4 children)

That would be awesome. My guess is yes but it would probably take a lot of work. Can you imagine N64 Smash online multiplayer that actually works?

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[–] [email protected] 22 points 6 months ago (1 children)
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[–] [email protected] 21 points 6 months ago

Nintendo is preparing to sue the proper technologies out of existence. Anyway, what did you say the researchers last names were? First names too if you got them. Nintendo would love an address and possible information on their whereabouts around lunch time. It's all for the benefit of all players out there!

[–] [email protected] 19 points 6 months ago

Fuckin finally, I been waiting years to play Quest 64 in HD!

[–] [email protected] 19 points 6 months ago* (last edited 6 months ago) (6 children)

Higher FPS? Classical Ninendo games don't use FPS as timer?

[–] [email protected] 35 points 6 months ago (1 children)

According to the video, game logic is still opperating at 20hz and the GPU uses frame interpolation to tripple the FPS.

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[–] [email protected] 18 points 6 months ago (5 children)

Ok, any info on how that's being done? It sure sounds like Wiseguy figured how to compile the code that was meant for the specific VR4300 (RISC) N64's CPU for typical x86-64 architecture

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[–] [email protected] 17 points 6 months ago* (last edited 6 months ago) (1 children)

Has anyone been able to get this working? I was able to compile it for zelda but nothing else. https://github.com/Mr-Wiseguy/N64Recomp

Not sure how to get the elf files, heres an issue: https://github.com/Mr-Wiseguy/N64Recomp/issues/21

This is how far people have gotten: https://github.com/Mr-Wiseguy/N64Recomp/issues/17

[–] [email protected] 28 points 6 months ago

Nice try Nintendo lawyer.

[–] [email protected] 15 points 6 months ago

When I saw this post yesterday I just thought "Ha, suck it dumb corporations who don't know how to make their own IP work."

But now that I'm seeing it again I just had the realization "HOL UP, raytracing? N64 Raytracing?"

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