this post was submitted on 12 May 2024
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[–] [email protected] 364 points 1 year ago (1 children)

Nintendo right now: Get Boeing on the line

[–] [email protected] 99 points 1 year 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 1 year ago (2 children)
[–] [email protected] 24 points 1 year ago (1 children)

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

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[–] [email protected] 20 points 1 year ago (1 children)

"You're asking about our Garbage Men?"

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

[–] [email protected] 18 points 1 year ago (1 children)
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[–] [email protected] 270 points 1 year ago (2 children)

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

[–] [email protected] 141 points 1 year 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 1 year 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.

[–] [email protected] 16 points 1 year ago* (last edited 1 year ago) (15 children)

Has nothing to do with their closed eco system. They basically did similar stuff with some of the stuff in the sm3d collection thingy.
Nintendo is a company that only wants make new stuff, innovations.
For example, they ( mostly miyomoto ) has been quoted to not understand that people want another f-zero, as the game's principals and ideas have been fully flushed out and no new ideas could make it feel like something new.
They also usually dont do remakes/remasters unless its so new/different it can be considered a new game ( see metroid 2 on 3ds ).

If that is a smart business position to have, i will leave for you to decide, but do get your facts a bit straight :)

EDIT: also, nintendo has used open source projects for internal projects before, so idk how "closed ecosystem" is part of their stuff :)

[–] [email protected] 86 points 1 year ago* (last edited 1 year ago) (1 children)
[–] [email protected] 18 points 1 year ago (2 children)

I think the point is they go for new games instead of remakes. Not that they don't use the same IP.

[–] [email protected] 70 points 1 year ago (5 children)
[–] [email protected] 27 points 1 year ago

Hell even the list of Wii-U games ported to the Switch is staggering. As an early adopter of the Wii-U, implying Nintendo doesn't like rehashing old ideas is laughable.

https://nintendo.fandom.com/wiki/List_of_Wii_U_games_ported_to_the_Nintendo_Switch_system

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[–] [email protected] 16 points 1 year ago

Pokemon: Red, Green, Blue, Yellow, Fire Red, Leaf Green, Let’s Go Pikachu, Let’s Go Eevee

[–] [email protected] 41 points 1 year ago (8 children)

Nintendo is a company that only wants make new stuff

They've been digging mario out of the dumpster for the last 40 years wtf are you dementia-ing on about?

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[–] [email protected] 26 points 1 year ago* (last edited 1 year 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.

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[–] [email protected] 23 points 1 year ago* (last edited 1 year ago)

Innovate means needing to pay for an online service to transfer saves between consoles, saves stored on an SD card?

Do they DMCA fan made games because the game concepts have been fully fleshed out?

When copyright expires for FZero in a century perhaps we can find out if there's more to be done (well, not us personally).

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[–] [email protected] 156 points 1 year ago (2 children)

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

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[–] [email protected] 104 points 1 year ago (4 children)

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

lol

[–] [email protected] 28 points 1 year ago

I wouldn't call it an affront.

More of a proof that a god doesn't exist

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[–] [email protected] 97 points 1 year ago

Nintendos already preparing their ninjas

[–] [email protected] 74 points 1 year 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] 57 points 1 year 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] 56 points 1 year 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] 51 points 1 year ago (3 children)

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

[–] [email protected] 30 points 1 year 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] 46 points 1 year ago* (last edited 1 year 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 1 year 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 1 year ago* (last edited 1 year 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 1 year 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 1 year ago (5 children)

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

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[–] [email protected] 31 points 1 year 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 1 year 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] 26 points 1 year ago (7 children)

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

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[–] [email protected] 23 points 1 year ago (1 children)
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[–] [email protected] 22 points 1 year 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] 20 points 1 year ago* (last edited 1 year ago) (6 children)

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

[–] [email protected] 35 points 1 year 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] 19 points 1 year ago

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

[–] [email protected] 18 points 1 year 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?"

[–] [email protected] 17 points 1 year 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] 16 points 1 year ago* (last edited 1 year 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] 33 points 1 year ago

Nice try Nintendo lawyer.

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