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Posted on 21-05-31, 17:21 in Near

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I just wondered if anyone knows how Near is doing

Ares v120 was released about a month ago. Though it seems like he has deleted his reddit account.


I noticed his byuu.org site has been down for a while

https://ares.dev
https://bsnes.dev
https://higan.dev
https://twitter.com/ares_emu

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-01, 21:21 in bsnes for Windows 98?

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You could always try Win95 -> VirtualBox -> WinXP -> bsnes 0.70...

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-02, 22:17 in bsnes for Windows 98? (revision 1)

Post: #343 of 449
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There may be a non-Windows version here: https://archive.org/details/tukuyomi-snes-archive

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Posted by NTI
This thread is gradually reaching a point where it's becoming a good candidate to preserve for posterity alongside these ones. Please, don't stop guys.

"This is definitely why I have no ambition whatsoever to implement NDS or N64 emulation." - byuu, 2014

:)

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-04, 15:53 in TAS (tool-assisted speedruns)

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eien86's DOS Prince of Persia in 13:08.53

This movie is the result of decades of routing and discoveries, and has been developed with extensive help from the current speedrunner community. Notable contributors to the routing are the actual game top speedrunners, such as (in no particular order) crem, CapnClever, 7eraser7, Karlgamer, YOLO4GG, GoodSpectre, Higlak, Velcheran, Creditor, WinterThunder, uvq3tsa, Wolfadawn, KenshinTrek, and GMP.

The route has improved a great deal during the last few years thanks to the use of savestate-enabled emulators (e.g., DosBox-X), allowing players to try different tricks without losing too much time. The development of this TAS is largely based on the existing route but has introduced two novel approaches:


Frame by Frame Analysis / Memory Debugging

Thanks to the use of emulators (JPC-RR) and memory debuggers (Cheat Engine), the discovery of new tricks (e.g. level 4, 7 and 8 skips) became possible, as their discovery required a frame-perfect input and RNG-heavy setups. Fortunately, more human-friendly versions of these skips have been developed after their discovery.


Routing by Exhaustive Seach

The development of an open-source version of the game (SDLPop) allowed the development of a high-performance parallel breadth-first search bot, called Jaffar, that exhaustively explores all possible movements in each possible frame. The search is made possible by constraining the exploration space to that of a pre-determined route, requiring a few trillion states per level. As a result, the bot found the most efficient way to traverse the community-established route. We've applied Jaffar repeatedly on a supercomputer to solve for every level. Following strict definitions, the re-Record count is: 817,608,423,040


My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-05, 16:59 in I have yet to have never seen it all. (revision 1)

Post: #345 of 449
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New Ben Eater video on how to decode USB (keyboard) signals. Also includes latency measurements on PS/2 vs USB at the end.

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-05, 23:17 in Mozilla, *sigh*

Post: #346 of 449
Since: 10-29-18

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Concerns were raised months ago, but...

(Tabs still look the same in Tree Style Tab, btw.)

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-07, 08:12 in I have yet to have never seen it all.

Post: #347 of 449
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Arguing against the dev, never gets old (unless you're the dev)

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-11, 21:56 in I have yet to have never seen it all. (revision 1)

Post: #348 of 449
Since: 10-29-18

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2010s internet humor has reached Japan Might take more than 5 minutes to explain...

---

Villagers Try Insane Roller Coaster VR

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-16, 07:05 in Frame pacing in SNES games (revision 4)

Post: #349 of 449
Since: 10-29-18

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SNES is 60.09, assuming progressive mode. Interlaced mode (very rarely used for anything but static screens) is very close to standard NTSC (which is 60/1.001).

master clock frequency = 5 * 7 * 9 / 88 * 6 * 1,000,000 Hz
1 dot = 2 pixels; dots per line = 256 (active) + 84 (blanking) = 340
clock cycles per dot = 4
line duration = 340 * 4 = 1360, plus "long dot" delay (4 cycles) for all lines except when line=240 + field=1 interlace=off
lines per frame (30 Hz interlaced) = 525
lines per frame (30 Hz progressive) = 524
lines per field (60 Hz progressive) = 524 / 2 = 262
cycles per field 0 (60 Hz progressive) = (262 * 1364) = 357,368
cycles per field 1 (60 Hz progressive) = (261 * 1364) + (1 * 1360) = 357,364
master clock frequency / cycles per field, averaged = 60.09881

On a 60.0 Hz display that's 1 skipped field every 10.12 seconds.


For recording videos I'd recommend BizHawk.

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-26, 15:23 in Sales and giveaways

Post: #350 of 449
Since: 10-29-18

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Steam has the Summer Sale going on, so I got myself some games:

- Overload
- Rise of the Tomb Raider
- Shadow of the Tomb Raider
- Titanfall 2

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-27, 19:51 in Near (revision 1)

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https://www.reddit.com/r/emulation/comments/o900g6/near_has_sadly_passed_away/

Might or might not be true, but I doubt we will be hearing from him again.

---

EDIT: https://twitter.com/near_koukai/status/1408940057235312640

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-06-30, 21:51 in bsnes for Windows 98?

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Posted by creaothceann
Posted by tomman
Does nocash still sell license keys for that?

You'd have to ask him.

Update: Perhaps not?

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-07-04, 15:01 in Windows 11

Post: #353 of 449
Since: 10-29-18

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This is probably going to be lots of work for me (at home and on the job) because Secure Boot needs GPT partitions. I might try the conversion tool on my installation, after doing a backup.

I also don't see my i7-4790K on the list of supported CPUs.

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-07-05, 17:51 in Windows 11

Post: #354 of 449
Since: 10-29-18

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Posted by shadowinthelight
According to this
When Windows 11 Home prompts users to connect to a network, a simple ‘Alt + F4’ shortcut closes the prompt, and the screen proceeds directly to the local account creation page

Still available, just harder to find?


As is tradition.

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-07-08, 10:17 in Windows 11

Post: #355 of 449
Since: 10-29-18

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There might be support for older CPUs coming?

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-07-09, 14:35 in Mozilla, *sigh*

Post: #356 of 449
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Posted by CaptainJistuce
The old guard, though? 1994's MS-DOS 6.22 listed an 8088 with 512 KB of RAM as the minimum system requirements.


It's also written in ASM, which is a relatively slow and therefore costly process.

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-07-10, 08:28 in Mozilla, *sigh* (revision 1)

Post: #357 of 449
Since: 10-29-18

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Javascript is unfortunately going to stay as long as we have more than one platform. Right now a developer can write an app/website, and know that the browser developers already created a platform-independent "platform" for them.
(Virtual machines are not just Java, they go back to the '60s; even on consoles and PCs we had Another World (Out of This World) and SCUMM engine games like Monkey Island etc.)

byuu/Near had a lot of trouble with platform-independent GUIs, eventually creating his own; most people who do that only do so because they're writing a game.


EDIT: https://cerebralab.com/The_universal_VM_we_call_browser

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-07-19, 05:14 in Instant messaging (cr)apps

Post: #358 of 449
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I've never been a fan of IRC, instant messaging etc, I prefer forums. Never used Discord either. I'm mostly active on certain subreddits these days (old.reddit.com of course).

Where did I put my walking stick now...?

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-07-20, 12:07 in Dear modern UXtards... (revision 1)

Post: #359 of 449
Since: 10-29-18

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This seems to fit here...

Hahahahaha. The content itself is in the fucking HTML - but hidden behind a <noscript> tag! So if you're browsing the site without JS, you just see the content immediately, but if your browser has JS enabled, you have to wait for the HTML to load completely (including the content), for the browser to parse the HTML and send a request to a javascript source file, wait for the javascript to load, get parsed, get to the point in execution where it sends a GET request to an API which serves the content, wait for the GET request to complete, the giant JSON payload to get parsed, and then finally JavaScript can do the DOM operations necessary to populate the body.

So with JavaScript disabled:

1. GET request to /hillelwayne/archive/i-ing-hate-science/
2. The response contains the post contents, so rendering of content starts even before all the HTML is downloaded

With JavaScript enabled:

1. GET request to /hillelwayne/archive/i-ing-hate-science/
2. Once the entire HTML body is downloaded, GET request to /.../main-<hash>.js
3. Once the entire JS script is download, parsed and executed, GET request to /api/emails/...
4. Once the entire JSON payload is downloaded, parse the JSON payload
5. Once the entire JSON payload is parsed, populate the body

Why do people make websites like this?

The funny thing is: The script which actually loads the e-mail is at the very bottom of the HTML. Normally, putting scripts at the bottom of the HTML is good practice, because you want the content to be loaded first, and JavaScript to be loaded after the content. But in this case, the javascript loads the content, so it's critical to start downloading it as soon as possible. The script tag should've been close to the very top of the HTML. But it's not, so the script which loads the actual content of the page is going to be loaded with essentially the lowest priority possible by the browser, and the browser won't even know about it before the entire post body is loaded (due to that aforementioned noscript tag).



EDIT: formatting

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Posted on 21-08-05, 23:22 in v115, cannot get shaders to work

Post: #360 of 449
Since: 10-29-18

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Try the settings... Afaik the fullscreen shortcut is F11, if it's not undefined by default.

My current setup: Super Famicom ("2/1/3" SNS-CPU-1CHIP-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
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