Recent submissions

Comment · 1 year ago
If only someone could back-port Quick Look into Panther! I didn't realize how much I use that feature as I spammed the spacebar in these emulators.
Comment · 2 years ago
Damn, I was hoping this bridge would stay in its current limbo state where it's open to pedestrians and bikes but closed to vehicles. It's so much nicer not having a five lane stroad that lets cars go 50mph into a park, and instead having a pseudo-community space.
Comment · 2 years ago
Maybe there were thinking about it in terms of disinhibition?

    A --| B --| C
Where `A` inhibits `B` which inhibits `C`. So, while the repressor `A` is present, `C` will be transcribed. I'd imagine that simple repression is probably more common than disinhibition in gene networks, but idk.
Comment · 3 years ago
But, it's the DM that would provide the heat/glow for the star:

> If the DM particles are their own antiparticles, then their annihilation provides a heat source that stops the collapse of the clouds and in fact produces a different type of star, a Dark Star, in thermal and hydrostatic equilibrium.

> Three key ingredients are required for the formation of DSs:

> 1) sufficient DM density

> 2) DM annihilation products become trapped inside the star

> 3) the DM heating rate beats the cooling rate of the collapsing cloud.

Comment · 3 years ago
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Comment · 3 years ago
haha yes the discourse level thread is like perfect for all us "we've read the Book" people to comment on.
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Comment · 4 years ago
> People play Melee with ping differences bigger than that and it works fine lol. Waaay more technical game shows that there's tolerance.

I dunno; I'd imagine people would be mad if there was a 15ms ping differential in Melee. I think the online/netplay tournament results are already looked at different than offline, console results.

Moreover, I'm pretty sure that you can't have a differential ping in a P2P game with rollback, so the competitive issues are different between the two scenes. I understand Riot wanting to equalize them. In Melee specifically, I think that the players have to decide on a common frame delay to play, right? If so, then the Melee community has come to the same solution for competitive netplay as Riot has.

Comment · 4 years ago
Comment · 4 years ago
> The level of snark here is outstanding. [...] 'smelling the grass'

I thought his snark wasn't too off the charts in this video. I'd bet it's more a cultural thing. If you were working on the N64, you're probably like two decades above Kaze's target audience for his youtube videos haha. Like, he said that you can either be a weirdo who spends all day optimizing nearly 30 year old source code, or someone who "touches grass"[1]. He, of course, was referencing his own lack of life, not Nintendo's programmers. But, you'd have to pretty familiar with current online memes and insults to get his joke.

> I have not seen the Mario 64 source but I imagine some of the lowest level code was written in mips assembly but has been decompiled into C.

No, we only decompiled C code back into C code. The decompilation matches 1 to 1 with the released ROM images.[2] iirc, the only, non-libultra ASM code was the decompressor[3]. The C code was pretty obvious due to "wonders" of IDO -O0 optimization. We were forced to get surprisingly close to what Nintendo wrote. We were stuck with an `f32 [3]` 3-vec instead of a `struct`...

> I suspect the debug flags in gameplay code were to avoid compiler bugs.

As far as we could tell, this wasn't an issue. IDO 5.3 had no issues that we could find when compiling at -O2, but then again it was decompiled code. I personally subscribe to the '-O2 -g' IDO meme, but Giles Goddard thought it was out of fear of the unknown. So, I'd trust him.

We had the `mulmul` patch for IDO. I don't know the chronology for the release of that patch to devs, though. We also haven't been able to find any N64s that have the mulmul issue.

> An NTSC tv runs at 60Hz, you either hit 60fps or 30fps, anything in-between results in horrible tearing of the screen or your frames bounce between 60 and 30 and movement feels horrific.

I wonder what Kaze is doing. I know that there was work on a variable framerate mod/revamp for SM64. I'd guess it'd be outputting at the N64's 60 fps mode with duplicated frames, but you'd have much better luck asking one of the modders/coders who were working on that a couple years ago.

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[1] which is Twitter's insult du jour: https://knowyourmeme.com/memes/touch-grass

[2] https://github.com/n64decomp/sm64

[3] https://github.com/n64decomp/sm64/blob/master/asm/decompress...

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